
Development Workflow – Chapter 6: Readability (Part 2)
Examining further how the Original Game Boy and it’s unique display impact readibility.
Examining further how the Original Game Boy and it’s unique display impact readibility.
Learn how readability affects the player experience in the latest installment in the Development Workflow Series.
In order to know what works, you sometimes need to examine what doesn’t work. In this new series, we’ll evaluate and refine “bad” games in an attempt to improve them starting with the art of Shrek: Fairy Tale Freakdown.
Not every GB Studio Project needs to be a game. Here are some examples of Art Carts, that push different ideas of what is possible with a Game Boy.
Ben Jelter’s latest epic took two years to make, read about what lies in The Machine.
Dealing with one of the most challenging aspects of game design – Discipline and Demotivation.
Learning about how enemy placement is important for giving the player a chance in “hard” games.
Going in depth into how GBVM works behind the scenes in GB Studio 3.0, from one of it’s main developers, toxa.
Going over and important part of Game Level Design – Play Testing!