Error loading page.
Try refreshing the page. If that doesn't work, there may be a network issue, and you can use our self test page to see what's preventing the page from loading.
Learn more about possible network issues or contact support for more help.

Wireframe Magazine

#60
Magazine

Wireframe looks at how games are made and who makes them, and even guides you through making your own.

In the games industry, the big keep getting bigger

WELCOME

FixFox • Cuddly animals meet grand sci-fi in a 2D open-world adventure from the Czech Republic

All the small things • Merge Games talks us through the process of making Smalland: a tiny survival game with big ideas

Been spendin’ most their lives livin’ in the… • Arcade Paradise takes us back to an age of rooms full of wonderfully noisy coin-ops

That was the month that was

Post Apocalypse • Alan Sugar’s video games, middle-aged Nintendo Switches… it’s this month’s letters

Shortcuts • To go with our profile of Mass Effect and Guardians of the Galaxy composer Richard Jacques on page 84, we asked Twitter: what’s your favourite video game soundtrack of all time?

Incoming

COSY GAMES A ROUNDTABLE DISCUSSION • A designer, publisher, and content creator chat about the popularity of cosy games – and what their future holds

In praise of chrongaming

THE MAGAZINE FOR PC HARDWARE ENTHUSIASTS • THE BEST-SELLING MAG FOR PC HARDWARE, OVERCLOCKING, GAMING & MODDING

Out of the BOX The tricky art of translating toys to video games • With a new era of licensed games on the way, we speak to the indie developers taking an authentically playful approach to toy-based experiences

Toolbox • The art, theory, and production of video games

A fantasy city generation tool • Create a fantasy city using nothing more than some dice and a few handy tables

The principles of game design • When it’s time to put your video game or other piece of work out into the world, hell is other people’s opinions

Slice and dice destructible objects in Unreal Engine 4 • Want to chop up objects with a sword, Metal Gear Rising: Revengeance-style? Ryan shows you how

How game writers manage your mind • As writers guide you through a game’s plot points, they’ve begun to anticipate where your head’s at to avoid boredom and confusion. Here’s how they do it

3D level design: the essential techniques • Whether it’s for a first-person shooter or a third-person adventure, level design can make or break your game. Here’s how to ensure your levels are compelling experiences

The importance of multiplayer testing • If you’re making a multiplayer game, here’s why getting it in front of playtesters early is key

Travel back in time with Braid • Code a time-reversal mechanic straight out of the 2008 indie hit

Online Diary GITTIN ’ GUD • Trying to become a champion of the realm in online free-to-play shooter Paladins

TRICKS OF THE TRADE-IN THE RISE AND FALL OF THE PRE-OWNED GAMES MARKET • For years, the video game industry railed against pre-owned sales from big-name outlets. Has it finally won the battle?

Subscribe today

Interactive / Naut • How a filmmaker’s using Media Molecule’s Dreams to make a sci-fi adventure worthy of 2001: A Space Odyssey

Interactive Shashingo: Learn Japanese with Photography • British game designer Ryan Pocock introduces a more relaxing, camera-ready way to learn Japanese

Make a RichCast Competition: the results • You’ll find a murder mystery, sci-fi cafés, and the Loch Ness monster among the winners of our interactive experience competition

Sci-fi Symphonies: The Work of Richard Jacques • The British composer has sound-tracked some of gaming’s biggest franchises, including Guardians of the Galaxy. We look back at his trailblazing career

Pocket Monstrosity

Backend Contents • Reviews, retro games, and lots more besides

OlliOlli World • A skate to victory

Alfred Hitchcock – Vertigo...


Expand title description text
Frequency: One time Pages: 116 Publisher: Raspberry Pi Edition: #60

OverDrive Magazine

  • Release date: March 3, 2022

Formats

OverDrive Magazine

subjects

Tech & Gaming

Languages

English

Wireframe looks at how games are made and who makes them, and even guides you through making your own.

In the games industry, the big keep getting bigger

WELCOME

FixFox • Cuddly animals meet grand sci-fi in a 2D open-world adventure from the Czech Republic

All the small things • Merge Games talks us through the process of making Smalland: a tiny survival game with big ideas

Been spendin’ most their lives livin’ in the… • Arcade Paradise takes us back to an age of rooms full of wonderfully noisy coin-ops

That was the month that was

Post Apocalypse • Alan Sugar’s video games, middle-aged Nintendo Switches… it’s this month’s letters

Shortcuts • To go with our profile of Mass Effect and Guardians of the Galaxy composer Richard Jacques on page 84, we asked Twitter: what’s your favourite video game soundtrack of all time?

Incoming

COSY GAMES A ROUNDTABLE DISCUSSION • A designer, publisher, and content creator chat about the popularity of cosy games – and what their future holds

In praise of chrongaming

THE MAGAZINE FOR PC HARDWARE ENTHUSIASTS • THE BEST-SELLING MAG FOR PC HARDWARE, OVERCLOCKING, GAMING & MODDING

Out of the BOX The tricky art of translating toys to video games • With a new era of licensed games on the way, we speak to the indie developers taking an authentically playful approach to toy-based experiences

Toolbox • The art, theory, and production of video games

A fantasy city generation tool • Create a fantasy city using nothing more than some dice and a few handy tables

The principles of game design • When it’s time to put your video game or other piece of work out into the world, hell is other people’s opinions

Slice and dice destructible objects in Unreal Engine 4 • Want to chop up objects with a sword, Metal Gear Rising: Revengeance-style? Ryan shows you how

How game writers manage your mind • As writers guide you through a game’s plot points, they’ve begun to anticipate where your head’s at to avoid boredom and confusion. Here’s how they do it

3D level design: the essential techniques • Whether it’s for a first-person shooter or a third-person adventure, level design can make or break your game. Here’s how to ensure your levels are compelling experiences

The importance of multiplayer testing • If you’re making a multiplayer game, here’s why getting it in front of playtesters early is key

Travel back in time with Braid • Code a time-reversal mechanic straight out of the 2008 indie hit

Online Diary GITTIN ’ GUD • Trying to become a champion of the realm in online free-to-play shooter Paladins

TRICKS OF THE TRADE-IN THE RISE AND FALL OF THE PRE-OWNED GAMES MARKET • For years, the video game industry railed against pre-owned sales from big-name outlets. Has it finally won the battle?

Subscribe today

Interactive / Naut • How a filmmaker’s using Media Molecule’s Dreams to make a sci-fi adventure worthy of 2001: A Space Odyssey

Interactive Shashingo: Learn Japanese with Photography • British game designer Ryan Pocock introduces a more relaxing, camera-ready way to learn Japanese

Make a RichCast Competition: the results • You’ll find a murder mystery, sci-fi cafés, and the Loch Ness monster among the winners of our interactive experience competition

Sci-fi Symphonies: The Work of Richard Jacques • The British composer has sound-tracked some of gaming’s biggest franchises, including Guardians of the Galaxy. We look back at his trailblazing career

Pocket Monstrosity

Backend Contents • Reviews, retro games, and lots more besides

OlliOlli World • A skate to victory

Alfred Hitchcock – Vertigo...


Expand title description text