Developers Club geek daily blog

How to create convincing mechanics of death and not to mess up

1 year, 10 months ago
Games in which it is impossible to die (or, perhaps, to lose) have not enough depth. If it is impossible to lose why to try to win? In other words, if you are not afraid of defeat, the aspiration to a victory loses any meaning. However after death of the character it is optional to player to be whipping the cat and to change everything on new. The mechanics of death can be integrated into a plot or a gameplay, but the main thing – is correct to make it.


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Digest of the game industry: November

1 year, 10 months ago
Until preparation for winter holidays overflowed you completely, there is time to browse interesting articles about the game industry. Read our digest and continue to clean tangerines.


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Myths and illusions of developers concerning pleytest

1 year, 11 months ago
2015, the number of mobile devices in the world reached two billion, the number of gamers — more than one billion. I sit down to play with the three-year-old son game for small children on the smartphone. But in spite of the fact that marketing materials were pleasant to us and we set game, we do not manage to understand as as in game to do. As a result, having fought five minutes with the infernal interface, we delete game.

Bothered already, it is time to make the small contribution to change of this situation. There would be such situation if the developer carried out pleytest? Never!

The matter is that many developers still or do not know about such tool, or consciously avoid it. As a result still games meet the difficult interface and unstable work.

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Become the participant of the 1st free International school by software development methods

1 year, 12 months ago
Innopolis declares university order taking from students of a magistracy for participation in the International school by methods of software development which will take place in February in the territory of IT higher education institution in Innopolis. On action there will take place the seminars and a practical training devoted to the intellectual analysis of the mobile and distributed data, development of network games, architecture of the Android operating system, and also detection of requirements for mobile sentences. Free accommodation and power supply is included, the number of participants is limited. All details under a cat.


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Forecasting in the game industry. Part 3: Forecasts for the forecast industry

2 years ago
By this moment you already had to have a quite good understanding of forecast modeling and its application to games. If is not present, you look: part 1 and part 2 of this article. We created good base, and in final part we will try to predict forecasting and we will look what future waits for promptly developing industry.


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Digest of the game industry: October

2 years ago
What can be better than reading articles about development of games? Only a selection of the most interesting materials in our digest. Pleasant immersion in trends of the game industry!

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How to evaluate depth of game mechanics. Part one

2 years, 2 months ago
In this article Mike Stout, in the past the designer of Insomniac Games studio, is divided useful information about depth of game mechanics by a geymdizayn and considers questions of their excessive congestion on the example of a series of the games Ratchet &Clank.


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Why productivity in games — is not simply average FPS

2 years, 2 months ago

I work in the game industry more than 8 years. In Wargaming I solve very wide range of questions: from the analysis of patches to solution of different internal problems. So left that the problem of comfort and productivity has got to field of my sight. After communication with the World of Tanks developers, testers and researchers of behavior of players I had had vision of question which I have issued in the form of this article. I am not specialist in the field of computer graphics or the developer of the graphic engine, I do not carry out UX tests in public. But I hope, collected information and my impartial view of question will suggest to you progressive ideas and stimulate to creative search of solution of the problem of productivity in game.

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Дайджест игровой индустрии: июль

2 years, 3 months ago
Лето предлагает уйму вариантов времяпрепровождения: путешествия, вылазки, походы, чтение нашего дайджеста. Советуем успеть всё: насладиться солнечной погодой и быть в курсе новостей игровой индустрии.

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Creation of bot tester for game match-3

2 years, 3 months ago
In the course of work on match-3 as the project sooner or later surely there is question — how to estimate complexity of the created levels and overall balance of game?

Even at large number of testers in team to collect detailed statistics on each level (and in modern games of their one hundred) it is simply unreal. It is obvious that process of testing needs to be automated somehow.

Lower the story how we have made it in our indi - матч3 - game on which now we stop working. (It is careful — footcloth!)

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