#SuzyCube #GameDev #IndieDev #MadeWithUnity
What makes a good first level? What sets my first level apart from every other level in my game? If your game follows a mostly linear structure, its first level will need to be designed around very different goals than the other levels. In this Lessons from Suzy Cube article, we will break down those goals as they apply to Suzy Cube and how the game's first level strives to achieve them.
Showing posts with label Lessons from Suzy Cube. Show all posts
Showing posts with label Lessons from Suzy Cube. Show all posts
Sep 14, 2017
Oct 31, 2016
Lessons from Suzy Cube: The Camera System, Part 3
#suzycube #indiedev #gamedev #madewithunity
Welcome to the third and final article in a series examining the camera system used in Suzy Cube. This series dives into several aspects of the game’s camera system with each describing a particular set of features. These articles also follow the chronological order in which the features have been implemented into the camera system.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Oct 24, 2016
Lessons from Suzy Cube: The Camera System, Part 2
#suzycube #gamedev #indiedev #madewithunity
Welcome to the second of three articles in a series examining the camera system used in Suzy Cube. This series dives into several aspects of the game’s camera system with each describing a particular set of features. These articles also follow the chronological order in which the features have been implemented into the camera system.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Oct 17, 2016
Lessons from Suzy Cube: The Camera System, Part 1
#suzycube #indiedev #gamedev #madewithunity
Welcome to the first or three articles in a series examining the camera system used in Suzy Cube. This series will dive into several aspects of the game’s camera system with each describing a particular set of features. These articles will also follow the chronological order in which the features have been implemented into the camera system.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Aug 19, 2016
Lessons From Suzy Cube: Reinforcing Behaviours, A Look at Two Levels
#gamedev #indiedev #suzycube #madewithunity
Boss levels should be a cinematic way to test your player's skill. But what happens when your boss level is too hard and its goals unclear? This Lessons From Suzy Cube article will compare the design of two boss levels from the game in order to illustrate the difference between a level which adequately uses behaviour reinforcement to prepare players for the battle ahead and one which fails to do so.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Feb 11, 2016
Lessons from Suzy Cube: Level Design Breakdown
#suzycube #gamedev #indiedev #madewithunity
In this Lessons from Suzy Cube article, we are going to look at a section by section breakdown of one level currently in development for the game. Let's dive in!
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Nov 6, 2015
Lessons From Suzy Cube: Improved Mobile Performance Through a Custom Culling Solution
#suzycube #indiedev #gamedev #madewithunity
Regardless of your target platform, having a good way to control which parts of your level are active at any particular time is tremendously important to achieve the best possible performance.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Oct 30, 2015
Lessons from Suzy Cube: Mobile Controls That Feel Great
#suzycube #gamedev #indiedev #madewithunity
When people find out that I'm working on a 3D platform game for mobile devices, many immediately ask me what I'm doing to make it feel good to play on a touch screen. Well, in this instalment of Lessons from Suzy Cube, I hope to answer that exact question.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Oct 2, 2015
Lessons from Suzy Cube: Level Variety
#suzycube #madewithunity #indiedev #gamedev
If you don't want your player to burn out on your game, it's important to keep things fresh! Let's have a look at two very different approaches to tackling the issue of variety in your game levels and the impact this can have on your game as a whole.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Sep 11, 2015
Lessons from Suzy Cube: Measuring Up
#gamedev #indiedev #madewithunity #suzycube
I hate ambiguous jumps in games! If your game involves jumping, then you owe it to your player to make sure it's easy to get a feel for what heights and gaps can be traversed. And as a designer, all it takes is a little measuring up!
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Aug 28, 2015
Lessons From Suzy Cube: Which Level Comes First?
#gamedev #indiedev #iosdev #madewithunity
A lot of games split the action up into distinct levels. These are usually meant to be played in a fairly linear fashion from first to last. But is that the best way to tackle designing the levels? For Suzy Cube, I've decided that creating the levels out of order is the best way to go.
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
Aug 21, 2015
Lessons From Suzy Cube: Why Do a Master Study? (or Why Not Do Something Novel?)
#gamedev #indiedev #madewithunity #iosdev
So, some folks have been asking me: With the opportunity to finally work on a personal project full-time, why not make a more original game? Why devote your time to this "master study"?
Labels:
design,
iOS,
Lessons from Suzy Cube,
Suzy Cube,
Unity,
video games
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