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Antegods Code Update #22: Having fun with new weapons

Antegods Code Update #22: Having fun with new weapons

Antegods Design/Concepts 1 comment

Our lead designer Wytze took some time out to write about how to overcome some challenges with creating new weapons (drill and shotgun) and reworking...

Nalia enters The Tavern – designing our first hero

Nalia enters The Tavern – designing our first hero

The Tavern RPG Design/Concepts

Moral Anxiety Studio is getting ready to release its first video game – The Tavern. While the beta tests are in progress and I try to polish the game’s...

Making Interesting Talking Sprite Animations

Making Interesting Talking Sprite Animations

The Siege and the Sandfox Animation 1 comment

Artist Ed Duke-Cox explains the development of our sprite talking animations, and how and why we went from static bodies with only mouth movement, to...

Game Dev & Design - Combat Visual Scripting (part 1)

Game Dev & Design - Combat Visual Scripting (part 1)

BUCK Animation

On this episode of "GDD" - Game Dev & Design Gal demonstrates visual combat scripting in Unity.

Sprites

Sprites

balls and holes Textures

In this lesson, we will hold a sort of fast start - an introduction to the game creation in the fle game engine.

How I create the regions of my Myst-like game Boïnihi

How I create the regions of my Myst-like game Boïnihi

Level Design/Theory Tutorial 2 comments

In this short tutorial with a basic difficulty, I wanted to show the tools and method that I used to create the region of Ailhon Woods in my upcoming...

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

BUCK UI/HUD

A new experimental segment called "GDD" - Game Dev & Design where Gal documents his work on BUCK as he adjusts the game through Early Access based on...

I am overburdened, miles of tiles

I am overburdened, miles of tiles

I am overburdened Textures

Short article, a bit tutorial-ish, about the tile graphics of I am overburdened.

I am overburdened, evolution of box-art

I am overburdened, evolution of box-art

I am overburdened Concept Art

Took most of last week off for vacation == no entries, sorry about that, but this week I'm going to make multiple videos and blog posts :) ! This first...

Making a commercial video game all by yourself, Part 5: Musical Musings

Making a commercial video game all by yourself, Part 5: Musical Musings

Minesheeper Music

The fifth in a series documenting the production of a commercially viable game, entirely unaided. In this article we explore five ways to ensure that...

Evolution of the graphics in Rabbit Story

Evolution of the graphics in Rabbit Story

Rabbit Story Level Design/Theory 2 comments

Hi, my name is Slava Bushuev, and today I would like to tell you how I developed the graphics of Rabbit Story – the game I’ve been currently working...

I am overburdened, nobody make a sound!

I am overburdened, nobody make a sound!

I am overburdened Sound Effects

This post is going to be more like a tutorial, than a journal entry. I highly recommend checking out the video version, as it is heavily audio oriented...

Devlog 10 / Building your Avatar for VR

Devlog 10 / Building your Avatar for VR

BeeBeeQ Skinning 1 comment

A quick run through on how we brought the Chef avatar to life by building and rigging a complex character rig for VR

Teach the kids English (Part 4)

Teach the kids English (Part 4)

Kikai Client Side Coding

I have improved the whole language system greatly. It now has a rather solid structure and flow, with other supporting systems like the NPCs’ short...

Commercial Video Game all by Yourself, Part 4: Going Off The Grid

Commercial Video Game all by Yourself, Part 4: Going Off The Grid

Minesheeper Mapping/Technical

The fourth in a series documenting the production of a commercially viable game, entirely unaided. In this article we explore mazes, numbers and historical...

A New Approach To Turn-Based Strategies

A New Approach To Turn-Based Strategies

Ash of Gods: Redemption Design/Concepts

This article describes a new approach we took to implement the turn-based combat in an RPG with some twists to the traditional rules.

Kai & Kira on Slack!

Kai & Kira on Slack!

Kikai Server Side Coding

After making the kids respond to simple sentences in the previous update, I have come up with the idea of bringing the kids to Slack so everyone in the...

Teach the kids English (Part 3)

Teach the kids English (Part 3)

Kikai Client Side Coding

I have created a “word with labels” system which allows the kids to learn every single word, instead of learning only patterns. The kids have also...

Making an Impressive Trailer for your Game with Zero budget

Making an Impressive Trailer for your Game with Zero budget

Tower Fortress PR

A simple guide on how to make a trailer without spending a dime.

Making a commercial video game all by yourself, Part 3: Building a World

Making a commercial video game all by yourself, Part 3: Building a World

Minesheeper Design/Concepts

The third in a series documenting the production of a commercially viable game, entirely unaided. In this article we mine our childhoods for inspiration...

Making A Commercial Video Game All By Yourself, Part 2: Find Your Mechanic

Making A Commercial Video Game All By Yourself, Part 2: Find Your Mechanic

Minesheeper Design/Concepts

The second in a series documenting the production of a commercially viable game, entirely unaided. In this article we identify an appropriate genre and...

Teach the kids English (Part 2)

Teach the kids English (Part 2)

Kikai Client Side Coding

I have come up with a “plausible” language system design and have been working on it. I start with recognizing sentence types (normal sentence, question...

Texture Offset - Power Up Effect

Texture Offset - Power Up Effect

Hevn Textures 1 comment

Here's a basic example of how to achieve a "power up" effect by simply adjusting a texture offset value over time.

EXO ONE - Dark Ice Planet Making-Of Videos

EXO ONE - Dark Ice Planet Making-Of Videos

EXO ONE Mapping/Technical

I've recorded two videos of myself, starting development on Planet #2 for EXO ONE. I'll be using Unity and Map Magic to create heightfields that suit...

Making a Procedural 2D World in Unity Part I

Making a Procedural 2D World in Unity Part I

Twin Flames Level Design/Theory

Hi, I’m Will, one of the lead programmers of Twin Flames. I’ve previously worked on other big Fat Panda projects such as Flat Kingdom or Lobo With...

Mod Tutorial: Peasant Revolt

Mod Tutorial: Peasant Revolt

Airships: Conquer the Skies Starting a mod 1 comment

This is an in-depth tutorial for newcomers to modding Airships. We are going to make a simple mod that adds a new kind of enemy to spawn in strategic...

Quake c - trace and report

Quake c - trace and report

DarkPlaces engine Server Side Coding

Todays topic: using print code to hunt down bugs and logic faults.

Conception (Dev Blog)

Conception (Dev Blog)

Conception Level Design/Theory

A post from February 2016 which documented my thought process for why Conception is designed the way it is.

Creating a planet of your own

Creating a planet of your own

Starpoint Gemini Warlords Props Modelling

A step-by-step tutorial explaining how planet models are prepped and assembled for Starpoint Gemini Warlords. The bulk of the tutorial deals with properly...

Why a bit of effort in marketing your games helps a lot!

Why a bit of effort in marketing your games helps a lot!

Computer Repair Simulator PR

Why a bit of effort in marketing your games helps a lot! So you want to be a game developer? You want to follow your dream and make your game? You want...

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Antegods Code Update #22: Having fun with new weapons
Antegods Code Update #22: Having fun with new weapons Intermediate Design/Concepts
How to use the PokeGen Launcher
How to use the PokeGen Launcher Basic Installers
Creating And Adding Banners
Creating And Adding Banners Basic Textures
Delegates, Events and Singletons with Unity3D – C#
Delegates, Events and Singletons with Unity3D – C# Intermediate Client Side Coding
Creating a ship of your own
Creating a ship of your own Basic Players Modelling
Making Interesting Talking Sprite Animations
Making Interesting Talking Sprite Animations Basic Animation
Nalia enters The Tavern – designing our first hero
Nalia enters The Tavern – designing our first hero Basic Design/Concepts
Pound the Puss (Walkthrough)
Pound the Puss (Walkthrough) Basic Other
Maya: Texel Density (TD) tutorial
Maya: Texel Density (TD) tutorial Intermediate Textures
Armed Assault Editing Guide
Armed Assault Editing Guide Advanced Level Design/Theory
Unity - Getting Started with Steam
Unity - Getting Started with Steam Basic Client Side Coding
Material Shaders for Id Tech 4 (Doom 3)
Material Shaders for Id Tech 4 (Doom 3) Basic Textures
Modeling technique for Limit Release
Modeling technique for Limit Release Basic Other
Swarming ant Algorithms & Combat
Swarming ant Algorithms & Combat Basic Other
How I create the regions of my Myst-like game Boïnihi
How I create the regions of my Myst-like game Boïnihi Basic Level Design/Theory
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