dannylv100.com
  • Projects
    • A Game In the Dark
    • Flat Kingdom
    • Aero
    • 3rd Person Shooter
    • Forge Editor - Halo 5
    • Doom (2016) Design Test
  • Blog
  • Resume

Pokemon Go: Safari Zone Event! by Dannylv100

8/1/2016

1 Comment

 
Picture
​Note: I do not work for Niantic or Nintendo. This is just a blog post talking about how I would handle designing an event in Pokemon Go.​

Would You Like to Join the Hunt?

   Pokemon Go is the biggest thing since Pokemon. It is crazy to see hordes of people walking around from Pokestop to Pokestop in search of the lovable monsters.
Picture
Pokemon Go
   Pokemon Go is the biggest thing since Pokemon. It is crazy to see hordes of people walking around from Pokestop to Pokestop in search of the lovable monsters.

​   Augmented Reality Games have always interested, but there hasn't be an Augmented Reality game that has not only had a player base this big, but been this close to my core as a gamer. When I was walking around the park one night with some friends, I saw a grown man proclaim to all the strangers around him that he had found a Pinsir. My friends checked their phones frantically, but there was no Pinsir in sight.

​
   Here we all are, at a public park walking around looking for a Pinsir. I thought to myself, "Why don't we just visit the Safari Zone?" And it hit me, With a game like this we can do just that, we can have an alternate reality event where players visit the Safari Zone!


What is the Safari Zone?

   The Safari Zone in the Pokemon games is sort of like a Pokemon Nature preserve. Players pay a small fee so they may enter this preserve and attempt to catch the Pokemon inside. The safari zone is home to many rare pokemon that are not found anywhere else. 

  Upon entering, players are given Safari balls and a time limit. They are allowed to catch as many pokemon they can before the time runs out or before they run out of Pokeballs. 

Event Rules (In the real world)

   One weekend every month, large public spaces (Parks, Zoos, Theme Parks etc) will become Safari Zones. In order for a player to have access to the Pokemon in the Safari Zone, they will have to have a ticket. Without the ticket, players will encounter the usual Pokemon at that location. With their ticket the activated, Pokemon from the Gen 1 Kanto Safari Zone will be lured to the player as they travel through the designated Zone.

How can a player obtain a ticket?

Picture
A mock up of what the tickets may look like.
   Players will be able to obtain a ticket in a few ways. Tickets will be rare drops from Pokestops as well as available in the shop. 200 coins per ticket.

  Before you say that 200 coins is too much, the ticket does grant the player access to rare Pokemon, 30 safari balls, 5 Razz Berries, as well as possible bonus items when using a Pokestop.

 Note: The Safari balls and razzberries will be given to the player once the ticket is activated. The ticket can only be activated during the special event weekend.   
   Any unused tickets will still be valid for the following month's event. Tickets never expire and can be gifted to your friends and family.

What Pokemon are in the Zone?

 The player will encounter a variety of Pokemon in the safari zone. The most sought after being the rare Pokemon (Dratini, Pinsir, Chansey etc).

​What would make an ideal Safari Zone?

   A while back I visited the San Francisco Zoo, it was one of the first places I thought would be ideal for a real life Safari Zoo. It is broken up into zones that replicate the habitats of the various animals from around the world.

   ​If a player is looking for a rare bug Pokemon such as Pinsir,  they need to explore the Insect Zoo in the exploration zone. If they are looking for a Kangaskhan, it would be an obvious choice to check our the Kangaroos at the Australian Walkabout.
​   The Zoo has already done the work of building the enclosures and landmarks that will become Pokestops. All we have to do is add the Pokemon. I also think this design would encourage people to visit the Zoo and gain an appreciation for the real life animals Pokemon are often based off.

  If you're thinking "This is a bad idea!" and "Zoos wouldn't like these kinds of events!", check out the Pokemon Go week at the Los Angeles Zoo. Businesses and locations are welcoming these kinds of events! More people visiting means more sales. Tickets, refreshments and merchandise. I wouldn't be surprised if The Zoo started selling Pokemon branded merchandise alongside their own.

Event Exclusive Pokemon

Picture
#132 - Blobby Hill.
​  Certain Pokemon could be made event exclusive. A pokemon such as ditto could be classified as Ultra Rare and the only way to find him it so go to your local Safari Zone Event.

  These pokemon can be rotated out and updated as the game is updated. For example, one month the exclusive Pokemon is ditto, and the next it could be a Farfetc'd or Mr. Mime.

Collect Event Stickers For Rewards!

  For attending the Safari Zone weekend events, players can be awarded with exclusive badges, stickers and medals.

 It may also be an interesting idea for rewarding players for participating. For example, if a player were to get a single sticker, they may get 5 free pokeballs. If they collect 5 stickers they may receive 30 pokeballs for free!

  If the player were to get 10 stickers, they may be awarded the Safari Medal and 30 safari and Pokeballs. 

 Players that manage to capture a Gym during one of the event weekend may be awarded a special "Warden of The Safari Zone" medal. 
Picture
Safari Zone Sticker.

​Did You Get A Good Haul?

   The Safari Zone event is a fun way to strengthen an already strong community. It is also a preview of how we can bring ideas and events from the games into the real world. The Safari Zone isn't the only idea from the original Pokemon games that would be possible.

​   What do you think? Do you think an ongoing monthly event has some potential? Do you think it still needs some work? Whatever your opinion is, feel free to leave a comment or tweet me directly. Thanks for reading!
​

Need more Battery?

  Is your phone constantly dying while catching Pokemon? Why not get yourself a portable phone charger? Easy to store and they will recharge your phone on the go. Any of the options below would make an excellent choice. Pick one up here and help support the site! 
Portable Chargers: Jackery Mini Premium, Anker Portable Charger, Astro Candy Bar Sized Charger

​   Do you have questions, comments or concerns? Email us at deepdigitaldesign@gmail.com
Follow us on Tumblr, IndieDB, Twitter, Mixcloud,Soundcloud,Twine, instagram and Youtube

​- Danny Q
@Dannylv100
​
1 Comment

Halo 5: FireFight - Thoughts and Impressions

7/9/2016

0 Comments

 
Picture
​   Halo 5 has released a big update! A new mode called Firefight! Firefight pits a squad of eight players against five waves of enemies of increasing difficulty. Overall, I love this mode. However, I do feel like there are some issues that hold me back from truly loving this game mode. Here are my thoughts and impressions!
​
Note: This isn't an "angry rant". I enjoy this game, but I feel like a few improvements would make this game mode excellent. Blindly yelling "This sucks" is never helpful. That is why as a game designer I offer my input on what I would do to improve the overall experience for all players.

​Good - Gold Rewards

   In the past I've said that the fact that Halo 5 doesn't hand out REQ packs freely was something that bothered me. I know they want players to buy them with real money, but nothing makes me want to play more then feeling like I am being rewarded for my time. ​ 
Picture
​  The Firefight update rewards players a free pack just for logging into the game, one free pack a day. Firefight also showers a victorious team with Gold REQ Packs. That's right, GOLD, the best packs in the game. I was so happy, the first few games I played were just awesome, my team and I rolled through a couple rounds and I was earning gold/silver pack after gold pack.

   A game of Firefight can average around 20-25 mins, earning a gold pack or two feels like the right way to reward a player for dedicating the time. It also encourages them to play another round, it keeps them coming back day after day. 

Mixed - Not Enough Ammo

   Basically, you are always low on ammo. When you start the game you have half of the maximum amount of ammo you are allowed to carry. For example, you will have 12 in the magazine of your Magnum, and 24 in reserve. What is the issue? Well you are constantly dealing with boss enemies that require a lot of ammo, and they always bring hordes of enemies to defend them. 

  So you might say "Well use your REQ cards!", well that can help, but I still feel under equipped. Most boss enemies seem to shrug off rockets. Even an enemy Banshee can withstand multiple rockets before going down. You might use an entire rocket launcher REQ card to take down a single banshee.
​Suggested Fix: I would suggest that we increase the amount of ammo players can carry in reserve. For example, instead of a battle rifle carrying 108 bullets max, we give the player 324, three times the amount the player carries now.
  
I would suggest that we add more ammo terminals, they don't need to be fully fledged REQ stations, but ammo drops and resupply capsules around the map that would provide the player with ammo for their loadout weapons and grenades. I would also slightly increase the amount of ammo the REQ cards come with (just for this mode).  

Bad - Stop the Clock!

   This is a bit of a pet peeve, but I hate when the clock starts counting down and the boss hasn't even arrived yet. I hate that the armory is being overrun by Prometheans, and we're across the map.

 This might sound like a pet peeve, but why in a game where we have limited time would you start the clock when the boss we are supposed to defeat hasn't even arrived yet? This is especially bad in the early rounds when you are expected to defend the objective, but the Armory/Power Core is across the map! By the time you get there, it is full of enemies.

Suggested Fix: ​ I propose that we do not start a defense objective until one of the eight players has arrives to the destination.Don't start counting down the round until the boss is on the map. 

​Bad - No Time Bonus?

​   I understand why it isn't in the game, but it seems a bit strange.  So, when you complete a round quickly, you don't get any bonus time added to the next round. If you defeat one Mythic boss, you don't get any bonus time added to the clock. This is especially frustrating when by round 2 the respawn timer is increased, only punishing the player for a death.

 This is incredibly frustrating. On a few occasion we have to take out three Mythic level bosses only to fail with the last boss having a sliver of health. Thing is, two mythic bosses is bad enough, but three?! And sometimes that is after having to defeat four legendary bosses before that!
Picture
​Suggested Fix: Giving the players a few seconds on the clock for successfully defeating a boss is something I would like to see added to the game. Rewarding the player with small time bonuses for performing feats of skill would also be a great idea. For example getting numerous headshots, carrying a combo or killing multiple enemies with a single grenade etc.

   We can work the time bonus into the game in a couple of ways. For example, any bonus time earned will be added to the fifth and final round. If players complete a round quickly, add 20 seconds to the clock at the final round. If no one dies in a round, add 30 seconds. There are a lot of ways to handle this. The final round can start at 5 mins and all the bonus time can get the round to be 6 mins or longer depending on how well the team plays. This would also allow players that aren't as skilled (or lacking REQ packs) to still contribute to the team.  

Mixed - Slot Machine 

​   I've had numerous games where the first or second round was a Defend the Armory or take out Banshee Raiders. Depending on where the defense point is, this can be a huge pain. It is extremely difficult to defend the armory or eliminate targets when you have access to none of your powerful weapons (REQ cards) etc. 

 The overall flow of the objectives feels random. I've had missions with numerous challenging objectives leading to an unwinnable finale. You might think I am just nitpicking, but I am not. There is such as thing as pacing. Mass Effect 3's multiplayer did a good job of breaking up the flow of objectives and combat. They never made the player complete three defense missions in a row. 

 On the flip side, I've also had a few games that were complete cake walks in comparison. Easy objectives in a row with a single final boss that is easily defeated.
​Suggested Fix: ​ We establish a pace and flow for each map. We let the player know what objectives to expect each round on certain maps. For example on the map March on Stormbreak the first round will always be an "Eliminate X amount of Y enemy" mission. With round 2 being "Eliminate a boss enemy" and the third round guaranteed to be a defense mission. It is important for the players to know ahead of time so they can prepare themselves and organize before the mission starts.

  This should also allow the game to know what objectives to give the players. If they player has already done one type of mission it should assign another type instead, to keep the flow feeling right. 

Mixed - Prometheans

Picture
Promethean Soldier.
​I never liked Prometheans as an enemy. They are bullet sponges that teleport. Even the standard Promethean Soldier can soak up an entire magazine from a Battle Rifle before going down.

​   This is only amplified when the game just sends hordes of Knights/Soldiers after you all while you don't have any ammo because the game doesn't spawn you fully equipped.  
​Suggested Fix:  If the game insists on just dumping prometheans on the players, they can scale their health so they don't feel like bullet sponges. The covenant enemies seem to scale accordingly. They only become really difficult in round 4 and 5. They are manageable in the early rounds. Prometheans always feel like a chore.

​Mixed - Maps

Picture
Urban - Great Firefight Map.
​​   Some of the maps work better for Firefight then others.Some maps are too big and other maps feel perfect for this mode. A map such as Raid on Apex 7 can be a nightmare, whereas a map such as Urban is just perfect.  

Nit pick - Firefight W/L

   It annoys me that Firefight is tied to my Warzone's win/loss ratio. After playing Firefight, I saw a large decrease in my W/L ratio, and it bugged me. This isn't a huge issue, I just don't understand why it wouldn't have it's own separate category.  

​Good - When it all comes together

​   When you're playing with a focused squad or a group of friends. When the game sets challenging but fair objectives, Firefight is amazing. 

​   Those are my thoughts on what I believe would help improve Halo 5's Firefight mode. Currently one of my favorite modes in Halo. I would love to see some of my suggestions implemented. I also believe Firefight can have a strong thriving community with continual updates. New objectives and enemies, I would love to see Brutes added to Firefight!

If you agree/disagree, feel free to leave a comment or message me on twitter. What changes would you like to see made to Firefight? Thanks for reading!  

   Do you have questions, comments or concerns? Email us at deepdigitaldesign@gmail.com
Follow us on Tumblr, IndieDB, Twitter, Mixcloud,Soundcloud,Twine, instagram and Youtube

- Danny Q
@Dannylv100
​

0 Comments

Game Idea: Knights vs Ninjas (RE-BLOG) - Part 1 of 2

3/16/2016

0 Comments

 
Picture
​Note: This was originally posted October 30th 2011. I decided to reblog it and update some aspects, including adding some ideas that didn't make the initial cut. 

Feudal Warfare

​   Here is an idea I had for a game called Knights vs Ninjas! The game has a very simple premise, you pick your character (Knight or Ninja) and embark on a journey through Arthurian legends and medieval Japan to find a mysterious treasures and do battle with your rivals! The plot is just something that gets our characters fighting, no real story here, just something along the lines of "Ninjas/Knights are invading! Fight them!". 
 
   Visually the game is a mix of Castle Crashers and Super Smash Bros, it would be a very stylized 3D. The characters and background would be rendered in 3D but with cel shaded texture. The gameplay is also very similar. Players do battle in arenas that are set in Medieval England and Japan. The player who can defeat enough opponents by either depleting their hit points or knocking them out of bounds of the arena is the winner.

​   Most game modes would allow for anywhere between 4-8 players.  Game modes would be the standard affair such as Free For All to Team Versus, Keep Away and more. The game would feature a single player where players pick a faction and wage war against their rivals across all the stages in the game.  

Factions and Characters Classes

   As of right now each faction has four character classes. Each character can either be male or female.  Players will be able to select their gender and customize their appearance (Different armor pieces, colors, emblems, weapons etc). All changes to the characters will be solely for aesthetic purposes and would not affect gameplay.

   Each class comes with their own weapons, strengths and weakness. Each class has their own unique weapon upgrade that they can unlock through the weapon upgrade power up that appears randomly during gameplay. 

Knights Of The High Chair

​   Chivalrous knights that fight for honor and respect. They are adorned with armor and royal crests. Generally the knights are a bit slower but have higher defensive ratings compared to their Ninja counterparts.​
​
Picture
​Sword and Shield Knight - The most well rounded character on the Knight's team. Easy for a beginner to pick up and learn. Sword and shield knight has good offensive and defensive capabilities.
   weapon upgrade: Claymore sword. Speed is reduced but deals more damage and increased range. His defense also increase slightly while blocking.

Stats
Defense: 7/10
Attack: 7.5 /10
Speed: 7/10

​Mace Knight - This night is clad is heavy armor and is the slowest of the knights. Equipped with mace deals a lot of damage and shatters defenses. Mace Knight swings at a slower rate when compared to the other knights.

weapon upgrade: Giant mace that has a wide arc when swung. The giant mace can shatter a player's defense in a single swing. These attacks deal massive damage when they connect but can be easily dodged. 

Stats
Defense: 8.5/10
Attack: 9 /10
Speed: 6/10 
Picture

Picture
​Archer -  The archer specializes in ranged attacks and speed. The archer also has the highest jump of all the knights and can double jump.

   weapon upgrade: Crossbow that fires powerful arrows. The crossbow has a slower rate of fire but it deals more damage against defense.
Stats
Defense: 7/10
Attack: 7.5/10
Speed: 9/10

​Spear Knight - The spear knight has a good combination of quick ranged attacks and speed at a cost of armor. He can charge his attacks for more damage but these attacks will leave the knight vulnerable.

   weapon upgrade: A lance that has increased range allowing him to reach enemies that would normally be out of reach. The lance isn't much stronger than his spear but it does slightly boosts defensive properties. 

Stats
Defense: 6.5/10
Attack: 8/10
Speed: 8.5/10 
Picture

​Ninjas of The Unagi Clan

   The ninjas fight for the Unagi clan. They wear light clothing that allows for a greater level of agility. They can also strike much quicker then their knight counterparts.
Picture
​Sword Ninja - The sword ninja is the most well rounded ninja. Quick  with good defensive capabilities.

   weapon upgrade:  Short sword.  With the second sword, this ninja is now capable of attacking faster with not speed or jumping penalty.
​​
Stats
Defense: 7/10
Attack: 7.5/10
Speed: 8/10 

​Sickle Ninja - The sickle ninja specializes in quick close ranged attacks. However their ranged attacks are fairly weak. They have good overall speed and in a skilled players hands can be very powerful. 
​
​weapon upgrade:  A chain is attached in between the sickles allowing for more range and faster swings. The charge attack becomes a long range grapple that can drag an opponent or items toward the player.

Stats
Defense: 6.5/10
Attack: 8/10
Speed: 8.5/10 
Picture

Picture
​Longbow Ninja Monk - This ninja specializes in long range attacks. The longbow takes more time to charge but can deal significant damage and can shatter an enemies defense with a fully charged attack.

   weapon upgrade: Hankyu (a short bow). This allows for faster movement around the map and allows this ninja to fire multiple arrows at once.

Stats
Defense: 7.5/10
Attack: 8.5/10
Speed: 7.5/10 

​Staff Ninja - The staff ninja does not have a lot of defense points but he can strike quickly and precisely. This ninja's power is limited, but specializes in great combinations of speed and range with a decent defense.

   weapon upgrade:  Naginata that deals a good amount of damage and has a slightly longer reach when compared to the staff, however the Naginata's defense is lower.

Stats
Defense: 6/10
Attack: 7/10
Speed: 8.5/10  
Picture

Heads Up Display (HUD)

​   The Heads up display is simple and easy to read. Information such as the player's health, the number of lives they have remaining are all in display. 
Picture

​Power-ups and Pickups 

   These are items that can give the player temporary advantage in combat or restore their health. Each pickup is found inside a small treasure chest that spawns onto the stage at random intervals.

​   Depending on the chest, it may take one strike to open or a few to open. The larger the chest the harder it will be to open. Larger chests have a better chance of holding a rare item, such as a weapon upgrade or Golden Chalice.

Power-ups

Picture
​Weapon upgrade -  This power-up upgrades the players character with a more powerful version of their weapon. For example the sword and shield knight will receive a claymore and the staff ninja receives a naginata. This power ends after thirty seconds.
​Speed Boost - This power up doubles the speed of any character that uses it. The Speed boost ends after thirty seconds. 
Picture
Picture
​Invincibility - This power up makes the player completely invincible to all and any attacks for 30 seconds. The player that picks up this power-up loses the ability to double jump as long as it is active. This power-up is immediately turned off if the player falls off the stage or goes out of bounds. Invincibility ends after thirty seconds.

Pick ups

​Healing Elixir - Healing Elixir will restore the health of whomever manages to pick it up. The Elixir can come in a variety of sizes. A small glass bottle will restore 15% of health, the medium will restore 30% and the large bottle will restore 50%.   
Picture
Picture
​Golden Chalice - This Golden Chalic is filled with healing elixir that can be consumed continuously for up to 30 seconds before it runs out. While drinking this elixir the player can't attack, but they will restore 3% of their health with every second of elixir they drink.

  If a player is hit while drinking from the chalice, they will drop it. This gives other players the chance to attempt to steal it from their opponent. 

  Once the chalice is empty, it can be used as a weak bludgeoning device or tossed as an ineffective projectile to damage your opponents.
​Caltrops - These are a projectilele object that once thrown will automatically take root wherever they land. Players that walk over them will be slowed down and take some minor damage. They will remain planted in the ground for 20 seconds. Players can destroy them with a few simple strikes from their weapons.

  It is advised to destroy them using ranged attacks to avoid coming in contact with them.
Picture
Picture
​Magic Wand - The magic wand is a weapon that with every swing will launch a explosive sparkling projectile. The projectiles lose accuracy the further they fly.

  Each swing will drain the magical power of the wand. Once the wand is drained of power the player will toss it aside. 
​Smoke Pellets - The player can toss these at enemies or the ground to cause a temporary burst of smoke that will conceal the affected area. The player that tossed the smoke pellet can see themselves highlighted in the smoke, giving themselves an opportunity to strike or flee.

  If a player is hit directly with a smoke pellet their character will be momentarily stunned for a couple of seconds. The smoke pellet pick up gives the player three smoke pellets.  
Picture
Picture
​Oar - The oar is a medium damage weapon with great range. It can also strike multiple enemies at once. The standard attacks are slow but it can be charged up to deal more damage. 

 However, the oar will eventually snap with use, and charged up hits will snap it even quicker. 
​War Kite - This item allows the player to hover above the stage. The player that pilots the Kite can swoop down to attack their opponents or drop small bombs that take a while to detonate but have a decent sized blast radius. 

 The kite lasts until it is destroyed. If an opponent lands a charge attack, the player on the kite will be knocked off and the kite will be free for anyone to take.

 When the kite spawns on the map, it will drift around. If No one picks it up, it will simply fly away. 
Picture

Abilities and Attacks

Defend

​   Defend - Players can defend themselves from any attack using the defense button. The amount of time and damage they can negate while defending is based off of their denseness rating. The player can only defend for so long before their defense is broken. ​
Picture
   If their defense is broken, they will be stunned for a few seconds, allowing an opponent to capitalize. Certain attacks and items are great at breaking defense. Charged attacks can shatter an opponent's defense in as little as one attack.

  The amount of damage a player can deal to an opponents defense is based on their attack stat. Higher attack means they can deal more damage and destroy their opponents defense quicker. 
Dodge - Players can quickly dodge forward or back while on the ground or in the air. This is meant to be used as a way to quickly move around the map or to avoid incoming enemy attacks as well as cross level hazards. The speed and amount of times a player can dodge is not affected by any stats except for the speed boost power up. 

​Jump/Double Jump - Players can jump and while in the air jump again for a double jump. The height of the players jump and double jump is based off of their speed stat.  

​Melee Attacks - Every character in the game has melee based attacks. Certain classes specialize in melee fighting. Melee attacks can be utilized in combination of one another to unleash devastating combos. Melee attacks are the primary way players will deal damage to their opponents. 
 
  Different characters have different melee attack speeds. Some characters can attack quickly and in great succession where others have a longer wind up time but deliver more damage. This is based off of their speed stat and character class. 
​Ranged Attacks - Every character has a ranged attack. Ranged attacks are attacks that can be done from a safe distance to attack an opponent. Certain character classes specialize in ranged attacks. 

​Charged Attacks - Every character can charge their attacks, whether they are ranged or melee attacks. Charged attacks do more damage, shatter defense quicker and knock opponents back.

 To charge an attack, the player must hold their attack button (or attack combination) until their weapon glows (this usually takes a few seconds. Charge up speed is not affected by any stats or power ups). Once the weapons is charged the player must release the button to unleash their attack. 
   ​Charged attacks may be charged while standing or in the air (while the player drifts down after a double jump). Charge attacks can be interrupted if the player is struck while charging. Certain weapon pickups can also be charged up as well and can deal more damage or add an additional effect to the pick up. 

More to come in part 2

​Thanks for taking a trip down memory lane with me. There is a bit more to Knights vs Ninjas, in fact so much more that I am going to have to cover the rest of it in a second blog post. Part 2 will go over terrain and a bunch of  stages I designed for the game. Including a stage that didn't make the initial blog post. 

 Part 2 will be up at a later date. Follow me on twitter to keep up to date with my blog, twitch, podcast and more. Thanks for reading! 

   Do you have questions, comments or concerns? Email us at deepdigitaldesign@gmail.com
Follow us on Tumblr, IndieDB, Twitter, Mixcloud,Soundcloud,clowdy, instagram and Youtube

- Danny Q
@Dannylv100
​

0 Comments

    Dannylv100

    Picture

    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture

    Picture
    Dannylv100 on Twitch.

    Categories

    All
    Art School Stories
    Blog Post
    Danny Designs
    Freeze-E Frosty's
    Game Design
    Game Design Doc
    Gears Of War
    Halo 5
    Level Design
    Mobile
    Pokemon
    Support
    Thoughts
    Warframe

    Monthly Blog Archive

    E3 Survival Guide
    ​Gears 4 - COG Hammerburst ​
    Knights vs Ninjas (Part 1)
    Halo 5: Warzone Accessibility 
    Halo 5: REQ Card Redesign
    ​
    New The Last of Us Enemy
    GDC 2014 Video Roundup
    ​Mass Effect 3: Tracker Class
    Mass Effect 3: DLC classes 
    ​Frosty's: Lost Levels
    ​
    Frosty's: Soundtrack
    ​Importing to UDK from Max
    ​Basic Checkpoints (UDK)
    ​
    Physics vs Scripted Events

    Archives

    October 2019
    August 2019
    April 2019
    March 2019
    January 2019
    November 2018
    October 2018
    July 2018
    June 2018
    May 2018
    April 2018
    February 2018
    January 2018
    November 2017
    October 2017
    August 2017
    July 2017
    May 2017
    April 2017
    February 2017
    December 2016
    November 2016
    October 2016
    September 2016
    August 2016
    July 2016
    April 2016
    March 2016
    January 2016
    November 2015
    April 2014
    February 2014
    July 2013
    October 2012
    September 2011

    RSS Feed

Powered by Create your own unique website with customizable templates.