Working towards a MightyNet UI Design System
Source: Mighty Bear GamesAs the MightyNet web application grows with more features to support Mighty Action Heroes, so does the need to have a consistent interface design and a modular component-based architecture. As part of this process, I wanted to share some thoughts on what a design system is, why you might need one,
Building a heatmap for Mighty Action Heroes
Building a Heatmap for Mighty Action HeroesMighty Action Heroes is Mighty Bear Games’ first Web3 game — a real-time multiplayer third-person Battle Royale. More details here.Aim of the HeatmapThe game map (apart from being aesthetically pleasing and thematically consistent) was thoughtfully designed to meet various objectives such as:Facilitating all-hell-breaks-loose street fightsCreating opportunities for ambushAllowing strategic placement to capitalise on different weapon stylesOf
Everyday resources for an everyday UI Artist
Left: What we think UIUX is Right: What it really is.Between kickstarting, working out user flows, creating art, implementing, and polishing features in Mighty Bear, you slowly start to realise that as a UIUX Designer here that… you don’t really have a lot of time to hem and haw while trying to decide on
Migh-Tea Games: Transitioning from Web2 to Web3 through fun and familiarity
Photo by Lorenzo Herrera on UnsplashMighty Bear Games started out as Web2 studio, and we’ve shipped quite a few titles that have held their own throughout the years, whether they’re battle royales or battle arenas. Of course, we’re now developing the Web3 battle royale title, Mighty Action Heroes.Now, minting an NFT or locking an asset
What are Server-authoritative Realtime Games?
Have you ever wondered how games like VALORANT, Diablo 3, or Dota 2 seem to keep everyone’s characters and actions in-sync, even if the players have differing pings? Behind this well-maintained façade is actually a lot of highly-technical trickery to make things work.The abovementioned games are from different genres, but share a common trait
How yoga taught me to be a better manager
Photo by Anupam Mahapatra on UnsplashWhat’s up, managers?I’m back again, this time to talk about how my yoga journey has interwoven itself with my professional experiences to help me become a better manager.I started my yoga practice out of desperation in 2006, after suffering a spine injury from football that severely affected my lifestyle. I
Moving Our Unity DevOps to the Cloud
Photo by An Tran on UnsplashFor most of our game titles, we’ve relied on our on-premise Jenkins duo, a Windows machine and a Mac Mini to serve our DevOps needs. For Disney Melee Mania, we pushed them to the very limit and it was clearly a bottleneck in our development, so in 2022, we
What Motivates Players?
In this two-part article I will try to identify some player motivations in games, and how catering to those can lead to increased player engagement and enjoyment. I’ll have some examples of this being done in existing games, and provide my thoughts on how you can incorporate support for such motivations in your own.I
3 reasons to outsource your game art
Photo by Randy Fath on UnsplashIf you’re an art lead who’s been leading a team for a while, but who hasn’t had the opportunity to plan for growth, this is the article for you.At some point, you’ll probably need to start scaling. But maybe the current tasks at hand are taking a toll on your
Mighty Bear 2022 Review: The Year Everything Changed
IntroductionWelcome to the third annual public Mighty Bear review.This year was our most challenging due to the sheer number of things that changed at the same time. In the last 12 months we have navigated changes in product focus, team composition, funding model, investors, volume of releases, and the broader macroeconomic landscape.Despite everything, the