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Kickstarter Post-Mortem for Hiro Fodder: A Blue Hope

I’ve been meaning to write a post-mortem on the Hiro Fodder: A Blue Hope Kickstarter campaign for some time, but I always felt like I wasn’t ready. The last year has been a whirlwind of highs and lows,...

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Creating Smooth Particle Emission With Sub-Frame Interpolation

Particle effects greatly spice up game visuals. They are usually not the main focus of a game, but many games rely on particle effects to increase their visual richness. They are everywhere: dust...

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Dynamic, Sequential Soundtracks for Games

In this tutorial we will be taking a look at one technique for constructing and sequencing dynamic music for games. The construction and sequencing happens at runtime, allowing game developers to...

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How to Learn GameMaker: Studio

GameMaker: Studio is a full game development tool, featuring a level editor, asset manager, code editor, and its own scripting language known as GameMaker Language (GML). Earlier versions of GameMaker...

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An Introduction to Creating a Tile Map Engine

In this tutorial, I’ll help you to create levels for any game genre and make designing levels much easier. You’re going to learn how to create your first tile map engine for use in any of your future...

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A Survivor’s Look at the Quest of Getting a Game Art Gig

All game artists have been there: getting “The Job”. It’s where we wait in line in some noisy, jam-packed job faire with the huge trade show stalls looming like monoliths, or the small, chambered...

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Git and GitHub for Game Developers

“I’m sure Git is great, but it looks complicated – I’ll stick with my current workflow” is like saying “I’m sure IDEs like FlashDevelop and Sublime Text are great, but they look complicated – I’ll...

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15+ Analyses, Post Mortems, and Game Design Docs

You can’t beat learning from personal experience… but learning from someone else’s experience is often less painful. In this post, I’ve collated some of my favourite post mortems, game design...

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Quick Tip: Make Retro, Low-Fi Game Sound Effects With Bfxr

Bfxr is a handy tool for making sound effects in a style reminiscent of the NES era, like the noise made when Mario collects a coin. It can run in a browser and export sounds in either WAV form, which...

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Forward Rendering vs. Deferred Rendering

If you’re a developer of 3D games, then you’ve probably come across the terms forward rendering and deferred rendering in your research of modern graphics engines. And, often, you’ll have to choose one...

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Working Remotely: Building an Indie Game Development Team

It’s difficult to work with employees you’ve never met face-to-face, but because the average indie startup doesn’t have a base of operations, you’ll often be reliant upon working with people who you...

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Unity: Now You’re Thinking With Components

While Unity is an amazing gamedev platform, getting used to it will require a bit of initial work, as you’ll likely need to shift your cognitive cogs to grasp its component-based architecture.While...

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How to Use BSP Trees to Generate Game Maps

When filling in an area randomly with objects, like rooms in a random dungeon, you run the risk of making things too random, resulting in clumping or just an unusable mess. In this tutorial, I will...

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Make a Neon Vector Shooter in jMonkeyEngine: The Basics

In this tutorial series, I’ll explain how to create a game inspired by Geometry Wars, using the jMonkeyEngine. The jMonkeyEngine (“jME” for short) is an open source 3D Java game engine—find out more at...

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Go Beyond Retro Pixel Art With Flat Shaded 3D in Unity

In this tutorial, I’ll show you how to create flat-shaded 3D graphics for your Unity game, and explain why you’d want to do it in the first place.Today, there is an abundance of 3D tools and engines...

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Danger Droids: Create a Platformer in GameSalad, Step by Step

In this five-part screencast tutorial series, I’ll show you how to build a sci-fi themed platformer game, step by step, using the free GameSalad Creator tool. You don’t need to have any previous...

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Make a Neon Vector Shooter in jMonkeyEngine: Enemies and Sounds

In the first part of this series on building a Geometry Wars-inspired game in jMonkeyEngine, we implemented the player’s ship and let it move and shoot. This time, we’ll add the enemies and sound...

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Danger Droids: Actors and the First Level Layout

Let’s continue our five-part screencast series on creating a platformer in GameSalad. In the first part, we installed the software and set up the main objects for our game. This time, we’ll lay out the...

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Making Indie Games on the PS4

Since you’re on this website, I’m going to go ahead and assume you’ve heard about the PS4, Sony’s newest console that’s just been released in North America (and coming soon to the rest of the world)....

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Make a Neon Vector Shooter With jME: HUD and Black Holes

So far, in this series about building a Geometry Wars-inspired game in jMonkeyEngine, we’ve implemented most of the gameplay and audio. In this part, we’ll finish the gameplay by adding black holes,...

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