Updated: 21 hours 50 min ago
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.
The final part of this Postmortem of Brass Tactics examines the design of the economy of this RTS game in VR. This involved a fair amount of experimentation with interactions over the early phases of development.
Lake Ridden is a top-rated mystery-puzzle indie game developed by two artists, two programmers/designers, and one producer. Here we'll look back at the two-year production and what it's like to sell indie games in 2018.
This post is about how to help yourself organise scripts in the Unity Editor using Tool Tips and Headings.
...When I later decided to quit my job and take up game development as my primary focus area, the first problem that came to me was Which Game Engine / No Game Engine?
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.
With more concerns regarding regulating loot boxes, today's post takes a look at the appeal, design, and debate of this polarizing microtransaction.
Games are a storytelling medium and in storytelling there's a rule - show, don't tell. For video games it's evolved to "play, don't show". But how feasible is that really to implement in a game from a design or writing stand point?
A detailed account of hunting down two bugs in The Machinery alpha.
The goal of the Copyright Directive is to hold platforms with user content, like YouTube and Facebook, liable for copyright infringement. Or in the video game world, sites and communities like Roblox, VR Chat, Minecraft and others might be impacted.
A critical analysis of gameplay ramps when compared to narrative ramps in the Fisk Tower sequence of Spiderman PS4.
A look at games from the dual processes of bringing order and wreaking chaos.
Follow the building a framework on how to approach the testing of an experience that concerns engagement, emotions and learning, pacing and control, from a narrative and cognitive perspective beyond structures and templates.
A look into how Norsfell's latest mobile game, All-Star Troopers, started out as a very different project called Ragna Cycle. This article details how design plans evolved as a result of feedback and the changing mobile marketplace.
a digest about the design philosophies that went into nexon's design of maplestory's Reboot server world and its positive consequences for nexon's business in subsequent years
The design principles underpinning Breath of the Wild's open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility... at a cost.
China is the largest games market in the world but has been hit by a temporary game approval freeze that has limited the number of new games being released this year. New regulations may also be introduced that could lead to fewer games being approved.
The NIH sees the potential of games for biomedical research and understands the importance of collaboration with the games industry. In this interview we explore their vision, their program and the financial support they can give to games.
Everybody wants their game to be the best. Because of this, it can be tempting to add as many cool features as possible. Unfortunately, this tendency can be dangerous and even kill the game entirely. In this article we learn how to avoid feature creep
Matchmaking is a big topic with lots of challenges, but at its core is a simple question: who should play with whom? With so many different aspects to take into account (like ping, skill, premades and region) the answer turns out to be rather complex.