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17 items across game development

17 results

News

Hole in Zero?! Designing for the Absurd in Golftacular!

Golftacular! lands today on Xbox Series X|S, Xbox One, and PC with a design built around “cheating” at mini golf. Both Good Games turned course frustrations into items like Early …

john sherwood, 3rd Party Product Specialist ·
xbox indie mini-golf party-game level-design +1
News

Building a data-driven board to power Sente’s six-player strategy

Unity details how Oxobox Games built Sente around a data-driven hex board and simultaneous six-player turns. The studio stores every board as a logical model, then uses that same data …

Unity ·
unity strategy game-tools level-design simultaneous-turns +1
News

ThinkBLOX: 3D Indoor Scene Generation with Progressive Reasoning

ThinkBLOX is a new VLM-driven pipeline for generating 3D indoor scenes through progressive reasoning instead of one-shot layout planning. It iteratively places and refines objects, aiming to reduce the awkward …

Yuan Xiao, Can Wang, Xiangyu Kong, Jing Liao ·
ai 3d-scenes vision-language-models reinforcement-learning scene-editing +1
Tutorial

Balancing Game Development and Creative Direction in Indie Production

A practical look at how indie developers can balance creative direction with hands-on game development. This article covers how a clear creative vision can guide gameplay systems, level design, story, …

huseyin_onur ·
indie-game-development creative-direction Game-development game-design production-workflow +5
News

Virtual Reality Alters Perceived Functional Body Size

A 60-person study found VR HMDs make apertures feel and act narrower than they do in unmediated reality, pushing both action and perception thresholds upward. The main culprit appears to …

Xiaoye Michael Wang, Ali Mazalek, Catherine M. Sabiston, Timothy N. Welsh ·
vr affordance depth-perception vergence-accommodation-conflict level-design +1
News

Evolving Worlds from the Crumbling Chaos Clip #3

Darkest Dungeon 2’s team ran into practical problems with hex tiles during development, a reminder that grid choice can shape everything from pathing to readability. The GDC clip points to …

GDC Festival of Gaming ·
darkestdungeon2 gdc hex-grid level-design tactics-game +1
News

Function2Scene: 3D Indoor Scene Layout from Functional Specifications

A new paper tackles indoor scene generation from the angle designers actually care about: whether a room supports the people using it. Function2Scene turns natural-language briefs into layout constraints, then …

Ruiqi Wang, Qimin Chen, Daniel Ritchie, Angel X. Chang, Manolis Savva, Kai Wang, Hao Zhang ·
ai scene-layout ai-tools level-design vision-language-models
News

A Novel Procedural Generation for Level Design of Mansions and Dungeons

A PCG paper proposes a three-stage pipeline for indoor levels that tries to keep mansions and dungeons both coherent and traversable. It uses BSP for space splitting, graph traversal to …

Isaac Fiuza Vieira, Kathya Silvia Collazos Linares, Esteban Walter Gonzalez Clua, \'Erick Oliveira Rodrigues ·
ai level-design dungeon-generation indoor-layouts connectivity
Forum Post

Reply in: Can anyone join my team?

Well, if it's called RESIDUAL, in all caps, I'm sold.Where do I sign? I'm messing with you, of course. I'd follow the advice of RmbRt above, and give some more …

CaseyHardman ·
game-design mechanics level-design narrative UX
Forum Post

Reply in: Can anyone join my team?

Moved to Hobby Project Classifieds. @iamnotice, take note: recruiting is not permitted in the discussion forums. Good luck with your endeavours.

Tom Sloper ·
game-design mechanics level-design narrative UX
Forum Post

Reply in: Can anyone join my team?

As always, please actually post something that would give your target audience some context on what this is about. Game design document, or an elevator pitch, or concept art, or …

RmbRT ·
game-design mechanics level-design narrative UX
Forum Topic

Can anyone join my team?

I'm looking for a programmer for my horror game, RESIDUAL. RESIDUAL is about a day in August 11, 1992, where a research facility made a monster named Subject 13, which …

iamnotice ·
game-design mechanics level-design narrative UX
News

Evolving Worlds from the Crumbling Chaos Clip #2

Darkest Dungeon 2’s biome generation leaned heavily on a tile-balancing tool, and that’s the practical takeaway here. The clip points to an art-led procedural pipeline where tooling helped control how …

GDC Festival of Gaming ·
ai gdc tooling level-design art-direction +1
News

HOLODECK 2.0: Vision-Language-Guided 3D World Generation with Editing

HOLODECK 2.0 pushes AI-assisted 3D world building toward practical game production, combining vision-language parsing with generative asset creation and layout editing. It targets both indoor and open-world scenes, with styles …

Zixuan Bian, Ruohan Ren, Yue Yang, Chris Callison-Burch ·
ai 3d-world-building level-design vision-language-models game-development