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Latest posts tagged with #CombatDesign on Bluesky

Posts tagged #CombatDesign

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Resident Evil: Requiem. Unique Gameplay Scenarios | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How developers of Resident Evil Requiem work with unique gameplay scenarios

www.patreon.com/posts/reside...

#GameDesign #LevelDesign #CombatDesign #AIDesign #ResidentEvil #Requiem #Capcom

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Resident Evil Requiem. Camera and Adaptive Crosshair | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Camera design and the adaptive crosshair in Resident Evil Requiem

www.patreon.com/posts/154489...

#GameDesign #3C #Camera #CombatDesign #ResidentEvil #Requiem #Capcom

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Smarter combat AI.

Enemies now push for high ground — and it shows.

But smarter AI is exposing new problems:
when both sides are jockeying for position, things can turn into awkward “leapfrog” situations.

Now it’s a design question.

#gamedev #indiedev #CombatDesign #TurnBasedTactics #GameDesign

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Adding the first type of QTE mechanic to the game!
Pretty basic for now, I know, but I want to iterate on lots of possibilities and see what feels best.

What do you think about it?

#TheRunicEdda #Godot #GameDev #CombatDesign #IndieDev #BuildInPublic

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Silent Hill f. Problematic combat design | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Problems with combat in Silent Hill f

www.patreon.com/posts/silent...

#CombatDesign #GameDesign #SilentHill #SilentHillf

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Dev to Dev S02 E02 Clip - Overcoming Anxiety In Game Dev
Dev to Dev S02 E02 Clip - Overcoming Anxiety In Game Dev YouTube video by Dev To Dev Podcast

Dev to Dev S02 E02 Clip #3: Mark outlines how crunch hit both his mental & physical health

Find Dev to Dev here: linktr.ee/DevToDev
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#devtodev #DevToDevPodcast #gamedevelopment #gamedev #podcast #patreon #videogames #CombatDesign #GameDesignLeadership #GoldenAxe
youtube.com/shorts/-C0l_...

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Dev to Dev S02 E02 Clip - Bias In Game Dev
Dev to Dev S02 E02 Clip - Bias In Game Dev YouTube video by Dev To Dev Podcast

Dev to Dev S02 E02 Clip #2: Mark Acero talks bias in Game Dev

Find Dev to Dev here: linktr.ee/DevToDev
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#devtodev #DevToDevPodcast #gamedevelopment #gamedev #podcast #patreon #videogames #CombatDesign #GameDesignLeadership #DragonAge #GoldenAxe

youtube.com/shorts/-Xtta...

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Dev to Dev S02 E02 Clip - 42hrs Straight
Dev to Dev S02 E02 Clip - 42hrs Straight YouTube video by Dev To Dev Podcast

Dev to Dev S02 E02 Clip #1: Mark Acero outlines the why behind working a 42hr crunch

Find Dev to Dev here: linktr.ee/DevToDev
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#devtodev #DevToDevPodcast #gamedevelopment #gamedev #podcast #patreon
#videogames #CombatDesign #GameDesignLeadership #Evo
youtube.com/shorts/qTu0k...

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Started implementing rally point logic in combat!

Skills now require more strategic thinking: upgraded abilities cost more rally, but can be worth it depending on the situation. You gain rally on your turn or with perfect parries. #TheRunicEdda #Godot #CombatDesign #UI #GameDev #BuildInPublic

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2XKO. Foreground vs Background | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

The difference between foreground and the background in 2XKO

www.patreon.com/posts/150865...

#GameDesign #CombatDesign #Art #LevelArt #2XKO #Riot

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hay hay! been tweaking hitboxes so they behave with all kinds of attacks, all that good stuff… mostly to save future-me some pain 😅

now I’m tempted to extend melee a bit… finishers? special moves if Mandy’s surrounded? gap-closers? all the fun stuff 👀✨

#IndieGameDev #ActionGame #CombatDesign #UE5

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Combo intensity: Brutal
#gamedev #indiegamedev #unreal #madewithunreal #combatdesign #gamedevelopment

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Ghost of Yotei. The role of elevations in camps | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How elevations of camps work in Ghost of Yotei

www.patreon.com/posts/146907...

#LevelDesign #GameDesign #CombatDesign #GhostofYotei #SuckerPunch

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Ghost of Yotei. Combat as a dance | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Combat as a dance in Ghost of Yotei and how the camera works for different scenarios

www.patreon.com/posts/ghost-...

#GameDesign #CombatDesign #GhostOfYotei #SuckerPunch

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Just wanted to clarify this mechanic: when your attack collides with an enemy’s attack, they cancel each other out. No auto counter, no parry button. It’s all about timing and positioning.

#GameDev #IndieDev #CombatDesign #GameMechanics #PixelArt #Unity

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⚡️ NEW: Design and improve combat systems for For Honor! 💪

💼 Game Designer (Fight) – For Honor
🏢 Ubisoft
🇨🇦 Montréal, QC
📃 Full Time
🎚 Senior
🏷 #GameDesign, #CombatDesign, #ForHonor, #Ubisoft

Link to apply below 👇

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Dev to Dev Clip S01 E09 - Melee Combat An Intimate Connection
Dev to Dev Clip S01 E09 - Melee Combat An Intimate Connection YouTube video by Dev To Dev Podcast

Clip #3 from Dev to Dev S01E09 - Bau explains why Melee Combat's intimate relationship with your opponent is a draw for him
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#DevToDev #DevToDevPodcast #GameDev #GameDevelopment #Videogames #CombatDesign #QATesting #Arcades #Leadership #MeleeCombat #DevilMayCry

youtube.com/shorts/62v28...

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Dev to Dev Clip S01E09 - Santa Monica To Bottle Rocket
Dev to Dev Clip S01E09 - Santa Monica To Bottle Rocket YouTube video by Dev To Dev Podcast

2nd clip from Dev to Dev S01E09 explores how our careers almost overlapped after a role was declined to take care of family

Dev to Dev is here: linktr.ee/DevToDev
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#DevToDev #DevToDevPodcast #GameDev #videogames #CombatDesign #SonySantaMonica #Family #GodOfWar

youtube.com/shorts/TtE_B...

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Dev to Dev Clip S01 E09 - Monty Python Interview Question
Dev to Dev Clip S01 E09 - Monty Python Interview Question YouTube video by Dev To Dev Podcast

Clip #1 from Dev to Dev S01E09 - John ‘Bau’ Bautista explains how Monty Python was his key to breaking into the industry!
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#DevToDev #DevToDevPodcast #GameDev #Videogames #CombatDesign #QATesting #Arcades #Leadership #MontyPython

youtube.com/shorts/h-5DF...

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⚡️ NEW: A game design role focused on The Division 2's PvP modes! 🔫

💼 Lead PvP Game Designer [The Division 2]
🏢 Ubisoft
🇷🇴 Bucharest
📃 Full Time
🎚 Senior
🏷 #GameDesign, #MultiplayerDesign, #CombatDesign, #TheDivision

Link to apply below 👇

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Enemy Design Database

Starting to put together something I've always wanted: an enemy design database!

Especially useful for combat designers (me) so enjoy! I will be slowly updating this over time. Questions, comments, feedback welcome!

nhantri132.github.io/enemy-design...

#combatdesign #gamedesign

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⚡️ NEW: Design combat systems for a new Witcher game! ⚔️

💼 Expert Combat Designer
🏢 CD PROJEKT RED
🇺🇸 Boston, MA or Remote US
📃 Full Time
🎚 Senior
🏷 #GameDesign, #CombatDesign, #RemoteJob, #UnrealEngine, #TheWitcher

Link to apply below 👇

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Roboquest. Combat telegraphing | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Two small takeaways on combat design in Roboquest and how Aid Bot works in the game and why it makes the game better

www.patreon.com/posts/140820...

www.patreon.com/posts/140820...

#LevelDesign #GameDesign #CombatDesign #Roboquest

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Witchfire. Enemy escaping | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Just the small note about one curious AI combat behavior - escaping.

www.patreon.com/posts/140752...

#CombatDesign #GameDesign #Witchfire

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⚡️ NEW: Design combat systems for The Witcher 4! 👊

💼 Senior Gameplay Designer (Player Combat)
🏢 CD PROJEKT RED
🇵🇱🇪🇺 Warsaw or Remote Europe
📃 Full Time
🎚 5+ years exp
🏷 #GameDesign, #CombatDesign, #UnrealEngine, #RemoteJob, #TheWitcher4

Link to apply below 👇

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⚡️ NEW: Design combat encounters for a AAA game! ⚔️

💼 Game Designer - Encounters
🏢 That’s No Moon
🇺🇸 Los Angeles, CA or Remote US
📃 Contract
🎚 Intermediate
🏷 #GameDesign, #CombatDesign, #UnrealEngine, #AI, #RemoteJob
💵 USD 89,000–111,000 per year

Link to apply below 👇

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Witchfire. Readability of enemy attacks | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Readability of enemy attacks in Witchfire

www.patreon.com/posts/witchf...

#Witchfire #CombatDesign #GameDesign

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Hades. Visual and Design contrasts between biomes | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How arenas in Hades changes and becoming more difficulty in time

www.patreon.com/posts/hades-...

#LevelDesign #GameDesign #CombatDesign #Hades

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🚨 ICYMI: Remotely design combat systems for Wolverine and more! 👊

💼 Combat Designer
🏢 Insomniac
🇺🇸 Remote US
📃 Contract
🎚 Intermediate
🏷 #GameDesign, #CombatDesign, #RemoteJob, #Insomniac, #PlayStation
💵 USD 56–84 per hour

Link to apply below 👇

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⚡️ NEW: Remotely design combat systems for Wolverine and more! 👊

💼 Combat Designer
🏢 Insomniac
🇺🇸 Remote US
📃 Contract
🎚 Intermediate
🏷 #GameDesign, #CombatDesign, #RemoteJob, #Insomniac, #PlayStation
💵 USD 56–84 per hour

Link to apply below 👇

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