Updated: 18 hours 7 min ago
In this article, game writer Sande Chen looks at a virtual reality experience made for social impact.
A short study of the level from The Last of Us Part II gameplay trailer.
Why is it so hard to have a game with both amazing gameplay and a rich story? Is there a reason why these two aspects seem to conflict with eachother, and is there a way around it? Let's find out!
The postmortem for Alexis Kennedy's 1920s Lovecraftian card game Cultist Simulator, an indie success story for 2018.
The 4th of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 4: Comfort versus performance, with a discussion of composition & recording methods to address the VIMS problem.
Though we view our games as a single item, no two people see the same game. In this article, Nicholas Kinstler explains how players can perceive the same game in different ways and provides some insight on how to account for variations in perception.
The main objective of this blog post is to give you an idea about ScriptableObject in Unity.
Murray Lorden takes a retrospective look at the development of his third game B-Grade Renegade, and discusses how it represents part of a longer journey towards becoming a fully operational death sta... er, game developer, making the games of his dreams.
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense - the JAGUAR Type S tank.
A few months ago Steven Spielberg released his latest sci-fi epic, Ready Player One. While a lot can be said about this movie, in this article I specifically want to look at it from a game design perspective. Is the OASIS actually a good game?
A look at some of the things weve learnt from releasing our first game on Nintendo Switch, one year later. There may be some advice, potentially some insights into our decrepit soul and definitely lots of bad jokes.
Plan on sharing your product with a new locale? Great! Check out these suggestions from QA to make the transition as smooth as possible.
Here's what we were up to in the month of May, 2018
While plenty of people are talking about the Resident Evil 2 Remake, I want to go back to the first Remastered and an interesting way of increasing the horror with enemy design.
We wanted a way for the player to not get stuck while playing and here is how we tackled that problem...
I recently watched RobinGamings video on how Naughty Dog's agenda of inclusivity & diversity will in his opinion make their games worse and make them lose fans. In this write up I analyze Robin's arguments and present my own counter arguments.
This week Im going to talk a little bit about one of the most common and important action every business developer undertakes really often negotiations!
3 years ago, Ive founded Dreamz Studio here in Paris. It turned out that the team has been changing quite often since then. To succeed in it, I had to find a solid base that would be keeping up with our game. This is where I turned to players.
Creating a demo version of your game can teach you a lot, both about how people react to your game and some of the technical pitfalls along the way.