Updated: 13 hours 14 min ago
When the folks over at thatgamecompany start moving on a new project hoping to follow up the success of their previous games Journey and Flower, there was only one person they trusted to help head up development, Eric Koch. Ericâs career started out in
Epic Games faces potential lawsuit over 'stealing' popular dance moves. But is there any legal merit here? Are dance moves actually protected by copyright?
The second in my "Game Designer Spotlight" series, this time focussing on the incredibly prolific Reiner Knizia. I look at his design process and philosophy, and try to figure out how he makes so many darn games!
An interview with ADOM creator Dr. Thomas Biskup, about the game's recent arrival on Steam and various other things, both about it and in general.
I talk about some of the productivity tools like Flock, Hacknplan, and Airtable that we use to make making games easier.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
In this streamlined version of a talk I gave about a year ago, let's discuss how games can use interactivity to create strong emotional bonds with the players.
As a brand new, game crafting duo with a burning desire to become sustainable, what we needed on our side was experience, confidence and data. In this article, I will cover what we've learned so far from tackling a 2-month development and release cycle.
I detail a strategy for indie game development that I'll follow myself to try to make minimum wage making experimental games on Steam. My first game has perma-permadeath. You can only play the game once.
Tate Multimedia's Michal Azarewicz writes about letting your experiences drive your design, iterating on your own passions and talents, and leaving no idea behind in the new motorbike combat racer Steel Rats.
Old School Musical is released. Yay ! It's time to go back 7 years back in time (no joke) to talk about how it started.
This week's highlights include a look at the U.S. grandmaster vying for the world chess championships, a diary playing through Bethesda's oddly emergent Fallout 76, and a host of other notable pieces.
There can be a lot of questions, misunderstanding, and misconceptions about working with a Design & Dev Consultant. Find out how working with a consultant should work and what a good consultant can bring to the table.
This week, we sat down with Curtis Campion, who is making Newfound Courage, to talk about telling relatable stories and the importance of inclusion in gaming.
Interview with Josh Ge, Creator of the sci-fi, robot-focused roguelike Cogmind, about it and many things about its design and creation.
Weâre kicking off our collaborative article series, where we sit down with game developers and help tell their stories. The first installment comes from Wase Qazi, developer of Skyhook and Shotgun Farmers.
The first and most important step to create an interesting and playable digital wargame is to choose the right ingredients.
The why and how of using the overriding directive in game programming
Today's post looks at how the bar continues to be raised for design and aesthetics, and what that means for working on the next "big hit."
An analysis of the UI and text effects in Restless. Explores factors to be considered when creating new UI â from button shapes to speech bubble layout â as well as ways to create a positive reading experience using text effects.