Updated: 17 hours 10 min ago
Game composer Winifred Phillips presents an annual VR audio resource list for game audio pros. Included: technology and tools, methods and techniques, communities and organizations, and popular VR conferences.
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after 3 disappointing iterations we finally started development on the 21st of November 2018.
If consumers and regulators continue their joint opposition to the industry, and if the industry fails to placate them, it wonât remain independent for long.
A reflection on our first experience showcasing Runaway, a punk rock parkour platformer, at the Music & Games Festival (MAGFest). We've learned a lot and share here what went well and where we have room to improve.
The Chinese gaming market is understandably very attractive for many companies looking to go global. But while this massive market presents huge business opportunities, entering China poses its own set of unique challenges.
Small developers often feel like they lose business momentum between launches. Here are four lessons that helped us grow our business in 2018, even though we didn't release a new game.
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and a surprising mega-roundup of 2018's best 'game jam' games.
Many game companies have just finished (or may still be working on) their GDPR compliance. But, California has a new privacy law that will likely require another look at privacy practices. This article benchmarks what others are doing to comply.
A breakdown of the Three Act Structure and how it can be expanded to help guide non-linear narratives
Whatever size your community currently is, there are even more people out there who would be your fans if they knew about you. We discuss how to get the most out of your social media efforts by engaging with your audience.
I finally got around to play XCOM2 and once again my soldiers died... I grew attached to one in particular... Onde Called Sofia "Solo" Conti. Then I saw her died to a set of lucky hits...
Why do we get so attached to our soldiers in XCOM?
How we keep an archive of decision-making within the design docs with the help of a few emoticons.
Atari founder, Nolan Bushnell, came up with the game design methodology âEasy to learn, but hard to master.â While it has become a popular mantra for designing game mechanics, it may not be the only philosophy that works.
An addendum to my "Designing a Production Process" series that describes how to further utilize your issue tracking database to support it.
For our last developer interview of the year, we got to talk to Thor from Pirate Software to talk about how he left AAA to start his own indie studio.
Our game PIXELMAN was removed from Google Play because it features a small cleavage.
Candy Raid: The Factory was made by Kayne Ruse and Evan Hartshorn. In this post mortem, they break down what went right, what went wrong, and what they learned along the way.
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.
The sci-fi MMO Prosperous Universe is played entirely through a futuristic user interface. Read about our initial inspirations, the biggest challenges and the solutions we have come up with over the past three years.
Timing various gameplay elements in JRPGs of the 4th console generation: the Genesis, Sega CD, Super Nintendo, and the Game Boy. Was the random encounter grind really that bad?