According to Kayla Kinnunen, today is the beginning of a 10 years journey to Virtual Reality consumption and creation for everyone. We’re still way at the 1% adoption rate, before the big scary schasm that separates failed innovations that never sold beyond early adopters to the mass market. And Kayla believes the Zombie shooter isn’t what will get VR past the Schasm.
Here’s what I gathered from her inspiring talk.
Continue reading Full indie 2016 : Leading VR beyond the zombie shooter
I’ve been looking into alternatives to Axure. Don’t get me wrong, Axure is still my favorite prototyping tool, but I need to keep my skills sharp. I’ve started with Protopie : an app to create highly interactive mobile prototypes using gestures and hardware input.
Continue reading Prototyping mobile games with protopie
Robin came all the way from Scottland to discuss the hardware scene, its opportunities and challenges.
Continue reading Full Indie 2016 : Alt Ctrl – innovating in the hardware scene
Making a good trailer for VR games is hard. The fisheye two views or first person videos of gameplay don’t reflect what VR gaming feels like, and showing a player in their dirty room doesn’t help. Sony has this cool virtual headmount concept, which is cool, but honestly, is no where near the real experience either.
In his talk, Kert Gartner shares with us how the mixed reality trailers for Fantastic contraptions and Job simulator convey VR’s engaging experience.
Continue reading Full indie 2016 : Mixed reality trailers
I’ve been looking into alternatives to Axure. Don’t get me wrong, Axure is still my favorite prototyping tool, but I need to keep my skills sharp. I’ve started with protopie, but my first article will deal with Flinto : a very easy to learn tool that lets you quickly create tactile prototypes.
Continue reading Prototyping mobile games with Flinto
Claris Cyarron took us on the weird side of walking simulators, discussing atl games.
Warning : explicit content ahead.
Alt games can not be defined for it would constrain the creativity within its boundaries and impose rules while it’s trying to fend off existing conventions. Alt games is an umbrella term for peers to gather around and might refer to a means of production rather than a game genre.
Alt games are queer in that they reject norms of traditional games. Their creators often identify as queer as well, rejecting norms and constrains in a larger perspective. As a result Alt games are different and deal with subjects that are set aside in traditional games or deal with topics on a different basis.
For example, what if sex in a game wasn’t something you’d earn, but something you would do instead ?
Continue reading Full Indie 2016 : A love letter to Alt Games
Stellar Jockeys made a unique game with a lot of hooks to get players on board. It had unique art, a fully destructible environment and a cool soundtrack. Game engines are like wood, no matter what you’re carving into it you’ll end up following the natural flow of it.
Brigador was made on a custom engine to really work in destructible environments from the core of the game. It had great reviews on metacritic and on steam. If you take in account the issues that were fixed since they were reviewed, Brigador would have 97% positive reviews. Yet is sold less than 10k units. Why is that ?
Hugh Monahan had the courage to share his story with us, and we thank him for that.
Continue reading Full indie 2016 : Learning from Brigador’s mistakes
At Full Indie Summit 2016, Marc ten Bosch taught the audience to think in 4 dimensions. Now most of you probably have no idea what that means, and no, the 4rth dimension is not time. So how does it work ?
Continue reading Full Indie 2016 : How to create 4D games
Optional tutorials give everything away…
Default tutorials for offline players are scattered accross the place. They attrack the player’s attention through animations that add to the ambiance of the game. Bloodbornes tutorials are fully integrated and add to the experience rather than disrupting it.
Continue reading Bloodborne’s optional step by step tutorials empower players
Customizing the character’s appearance doesn’t really match the player’s logic
Character creation screens are usually complex. The one of Bloodborne is also complicated.
Despite generally implementing usable features and shortcuts for players, the character creation screen is somehow awkward. The screens are very cluttered with many different unrelated settings. Some things are grouped together, others separated. For example, I’ve seen players get really annoyed by face presets changing the skin color of their character.
Continue reading Bloodborne’s character creation remains quite complicated