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Showing posts from December, 2023

Exploring Genre Theory: Tactics and Strategy in Focus

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      Words like "Tactics" and "Strategy" originated from military theory and have undergone some transformation in the context of computer games. I'll try to logically separate these concepts, but it's important to remember that video game genres are incredibly fluid constructions, much like music genres. There are no strict lists or rules dictating which genre a particular game belongs to (though "pure" genres still exist and evolve), and moreover, many games fall into certain genres while incorporating elements from others.     There are also misuses in defining genres for the sake of profit or popularity, further blurring their boundaries. (For instance, mobile RPG’s that don't always align with the classic RPG definition.) How then to differentiate between tactical and strategic games, especially when there are genres like tactical strategy, strategy with tactical elements, and so on? Let's return to theory.      Translat...

Level design from the developer's side

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Level designers in game development teams tackle a set of tasks, with the most significant and apparent being the creation of an environment that maximizes the potential of game mechanics and expertly combines and showcases game assets. From a level design perspective, the foremost task for a developer is to provide the level designer with an editor that allows them to efficiently and swiftly implement game levels/environments with ease. If your game is quite straightforward, you can come to an agreement and opt for any available solution that suits your task. For instance, if your level is flat and non-interactive, you might seat your level designer in front of a drawing tool like Photoshop . Once, I was tasked with level design at a gamejam and assembled the level in Excel since our game was a platformer structured on a grid of square tiles. It was quite convenient for a small demo game, but what if you have hundreds of levels with thousands of tiles? A team brings on board a level d...

About me

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Game development is my passion. I am in love with this process, starting from creating lore and ending with implementing tools for editing game assets and other. I've worked in different game studios as a programmer, game designer, and even a bit as a narrative designer. However, working in the "big" gamedev world has its specifics. This site is like my sandbox. Here, I can experiment, share thoughts with like-minded people without any strict deadlines or other obligations. I solemnly swear that I am up to no good! My current pet project TOEMS (this is an abbreviation) is a tactical strategy game about mages battling on a hexagonal map.  ⬡⬢⬡ Instead of wizards in medieval clothing, I have office guys because they were at hand. Within the scope of this project, I intend to apply various Unity tools and explain how this is done in companies and why I am doing it this way (or not). I'm going to describe topics such as the mathematics and geometry of the hexagonal grid, l...