DevGAMM27 тыс
Опубликовано 13 февраля 2020, 8:00
Hendrik Demmer, an independent developer, looks at how “pure” randomness can be undesirable in game design because the human brain expects a die to “roll a six”, the epic loot to drop, eventually. Three methods will be presented together with a look at how we used them to create procedural content in Bubble Island 2 for Wooga.
Presentation: slideshare.net/flashgamm/when-...
Presentation: slideshare.net/flashgamm/when-...
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