Updated: 3 hours 53 min ago
This is the story of Twelve Absent Men, a courtroom drama game developed for Android and iSO. The Post-mortem looks at design features, ideas, gameplay and coding, along with various problems that came up along the way.
An in-depth character analysis via the psychodynamic framework of defence mechanisms in relation to James Sunderland from Silent Hill 2. Discusses iek's theory of 'The Real', Freud's theory of the 'Punishment Dream' and Jung's archetypes and psychosis.
I have added Steam achievements and now getting ready to test.
I think people play video games and invest in their experiences for two primary reasons: their artistic narrative and their ability to provide competitive entertainment. Unfortunately, I believe that the former is going by the wayside.
Say no to face bouquet! When small developers make video game box they tend to mimic the designs of bigger games from their genre. That's a mistake, and here's why.
Lessons learned from organising the Malta Global Game Jam. An organiser's post-mortem describing the things we thought went well and things that went badly, so others can learn from our mistakes and take inspiration from our successes.
We had lofty dreams for virtual reality gaming, and unfortunately, in 2017 we did not see any of those dreams come true. The Oculus release prompted a long period of buzz and left consumers with a burning curiosity for what could follow.
What does it take to release a new game cartridge for the Game Boy in 2017? Heres my experience (Part 2/2), with a lot of details on the tools I used and the feedback my game received!
This is a post about the New Game Journalism philosophy as applied to tabletop games. We need to be doing better when we talk about what it means to play games and why people should care.
Taking a look at the most interesting design elements in games in 2017.
Video game composer Winifred Phillips presents extra research & scholarship gathered for her GDC 2018 talk: Music in Virtual Reality. This info (not included in the talk) is useful for composers and audio pros interested in music strategies for VR games.
This post is about the key principles of Game-as-a-Service Marketing.
Getting the balance right when setting a game difficulty can be something that makes or breaks a game. Regardless of how easy or hard a game is, there is one thing it should never be and that is cheap
A 3D engine on MS Excel, using only excel formula.
This engine is applied on a complete - yet basic - doom-like game.
Rendering is made through ray casting, pixel per pixel.
The exercice intend to demonstrate what can be done with formula only.
This week's highlights include a great longform piece on game asset outsourcing, the creator of A Mortician's Tale on overcoming her death anxiety, and lots more.
After the recap on the first year of my first indie project, ASTRE, here is the second year's recap!
In part 3 of my series on Total War, I look at the campaign AI of 2013's 'Total War: Rome II'.
If you had to choose between finishing a game in time or finishing it with all the features you wanted to accomplish, which one would you choose? Read about how we choose the latter option for Global Game Jam 2018.
In the first part of this feature on episodic design, I summarized why this narrative format can significantly improve game experience. In this second part, I'll describe a game concept that merges intense action gameplay and strong episodic storytelling.
Game developers need to network like anyone else. But you've probably been taught a lot of wrong things about professional networking. For indie devs in particular, it's integral to your survival. Here's what you need to know about getting out there.