Updated: 13 hours 47 min ago
Is it possible to make a game and traveling around the world? Yes but is not easy. Here my story where I'm traveling across Asia but continuing doing what I love most: Make games. Or at least I'm trying!
A look at the mechanics of Muffin Knight, a relatively small game, that offers variety through intrinsic game mechanics instead of large amount of assets or procedural generation.
Producing a full-on strategy game, from management of space to psychological mechanics.
Developers of the upcoming indie tactical RPG, Sword Legacy: Omen, explain why they chose the turn-based strategy genre and analyze five specific games of great inspiration to the project.
Developing indie games can be a harrowing experience--check out a few things to keep in mind while developing your indie title and trying to remain sane!
Boss 101 was our first game as a team but not my first game in the industry. I take a look at what got me to Boss 101. The ups and downs, going from big games to indie. Mostly though - I'm living my dreams!
Despite getting front page exposure on Steam, our launch for Political Animals did poorly. Academia : School Simulator's launch sold almost 3x more units without a Steam feature. I explain why I think this was the case.
These top titles were a nightmare to make and sent the developers through hell, but they were worth it in the end.
Copyright is a beast for indies, lurking in the dark waiting for us to make just one mistake. Reading this article will make you more prepared when it comes; it tells you about some important aspects of copyright that every indie should know.
Game development might seem like a large and intimidating endeavor because it is. However in this day and age there exist tools means for curious beginners to try their hand at their own passion project. This article is from my own personal experience.
Public domain works-based games isn't something you should fear or hate. In fact, I believe we could make much more games based on public domain. This is a completely different exercize than making a game out of nothing.
Dimension Drive is out today, delivering a unique twin-screen take on the SHMUP genre. We needed to make a trailer that presented this new mechanic in a way that transmitted this new novel mechanic. This is how we did it.
A series of questions and examples I use to inspire creativity while designing fail states. I hope this can be useful for anyone that wants to be more innovative while dealing with player death within their games.
For the last year and a half, the team behind Bury me, my Love have been working on this reality-inspired game about a Syrian migrant's journey to Europe. Florent Maurin, the project's creative director, tells all the steps to a very intense 18 months.
A brief look at the importance of BRDFs in stylized work- something that is often overlooked in favor of simply changing art assets.
Over the last year Chrome, Microsoft Edge, and Safari have stopped supporting Flash. And by 2020 Flash will be completely dead. Does this mean that many of popular games will also die? There is a solution to avoid this undesirable scenario.
An explanation of the engineering work behind Kongregate's switch to SSL.
In this article I will present important concepts and arguments about culture and language differences in industry. Article is about upsides and benefits of learning additional language for game developer.
A run-down of the easiest traps to fall into, and advice on how any developers - even those without any budget to speak of - can avoid them.
Porting a PC game to Nintendo Switch, and why having a good manual is incredibly important on a console.