My dad used to work for TWA. As such, we flew all the time, usually going Stnadby. So, if there was room on the plane, we went. If the flight was full, or overbooked, we waited. I saw many flights take off without me on it, but it’s no worry. Optimizing flights to be full […]
With all the things going on in the world, it would appear that the most-terrible thing facing us today is… Ancient Egypt! *holds up a picture of the pyramids while the Imperial March plays* Yes, once more, Ancient Egypt rears its fantastically tanned and well-eyelinered head to threaten the daily balance. Long-forgotten burial chambers full […]
The following is an excerpt from the introduction of my recent book, Ready Player Two: Women Gamers and Designed Identity.
In need of a career boost, follow game designer and producer Jonathan Neves as he takes a journey from one location to the next in pursuit of job placement and professional satisfaction. Part 1.
Get a high level overview of what it takes to get your game translated in part 1 of 3 with increasing levels of detail. Part 1 is about planning and preparing for the localization process and its phases.
The best content is other people says Dmitri Williams in a recent op-ed article in the L.A. times, but for social features to work, they need to happen at the right time and place in your experience.
You've worked hard on your game, but whenever you describe it you notice people's eyes gloss over. Read the article to find out how to pitch your game to get people excited.
Difficulty is an often debated part of game design, and in today's post, I want to talk about why it's hard to make every game easy.
Third part of a series on managing and scaling Dedicated Game Servers with open source projects Kubernetes and Docker. In this post we look at using game server CPU information to increase the nodes in our Kubernetes cluster as our player base increases.
Today in Day 24, were going to resume working on our EnemySpawner. Yesterday, we laid the groundwork that allows us to spawn enemies, however, we havent implemented finishing a wave yet. Today we're going to fix that!
Public relations can seem like a strange and arcane art sometimes. So how do the most successful indie games build momentum and hype via public relations? Game If You Are director Lewis Denby gives an in-depth walkthrough of the process.
A look back at a life of on/off game development and how I'm avoiding the pitfalls of the past by doing the hardest thing of all: learning new tricks.
The final part of the war in Europe during WWII was the Allies getting ready to head to Germany, itself. The D-Day landing had been successful. Paris had been liberated. Now it was time to head to Berlin. It wasn’t going to be an easy trek, of course, as the Germans were falling back on […]
Time flies like an arrow. Fruit flies like a banana. In Death by Cantaloupe, a new card game up on Kickstarter, you’ll be looking for those flying bananas. In the game, players are looking to collect exactly 100 points worth of fruit. Standing in their way are cards requiring a specific combination of fruits to […]
There are many ways that vampire myths could have gotten started. Among the many folk-tales and questionable science, you’ll find real-life historical figures like Vlad Tepes. While stories about his exploits could very well have been embellished, it’s pretty certain he was a rather macabre dude. In Dracula’s Final Stand: Forest of the Impaled, 6 […]
There is no “i” in team. But there is a “we” in weapon. In this case, both the Freeborn and the Boromites are getting themselves some new heavy weapons crews with which they look to punch giant holes in the enemy forces. Compression weapons use compression field technology to quantum reduce everything within a narrow […]
Game sourcebooks for your RPGs are all about options. They give GMs new places that they can steer the game. There’s new types of gear that the PCs can get. There’s new monsters the PCs can fight. There’s new things that the PCs can incorporate into their characters. The Dawn of Rebellion sourcebook coming for […]
Even five years after publication, and now ten after the game's release, game developers can learn a lot from listening to these tips on sustaining online games from Valve's Robin Walker. ...
The work week might just be beginning for me (having had yesterday off), but that doesn’t mean I’m not already looking forward to next weekend. Going to a friend’s get-together that should be pretty damn awesome. But we’ve still got 3.5 days of work to get through. So let’s speed things along with some gaming […]
Well, it seems as though the world’s come to an end, again. Damnit, Todd! I told you to clean up after yourself! Now there’s been a collapse of the natural world, and with it, went industry and nations and everything else. Looks like we’ll have to form small bands in this wasteland world and try […]