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 …
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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 …
The Aberrant Raven is a small indie studio building Contentment, a two-world narrative game in Unreal Engine 5: by day, a warm life-sim in Fairbanks — a floating city of …
The answer to Pinpoint #835 on August 13, 2026 is Things that have spots. For game designers, the clue order offers a useful lesson: a satisfying reveal changes the player's …
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 …
A single scene-patching problem in Death of the Reprobate snowballed into a puzzle built around a bucket of pink cow dung. Joe Richardson needed a dead end, then a prop …
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 …
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, …
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 …
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 …
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 …
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 …
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 …
Moved to Hobby Project Classifieds. @iamnotice, take note: recruiting is not permitted in the discussion forums. Good luck with your endeavours.
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 …
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 …
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 …
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 …
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