Updated: 23 hours 36 min ago
Third and final part of a series focused on detailing an indie marketing strategy giving actual examples of: Where to find contacts, What to put in a press kit, How to execute contacting the press.
How do you make sure your app maintains a high average star rating in the app store and why is it important? A veteran of several major app store successes, Adam shed light on the art of user review analysis.
Welcome back to day 25! Today is going to be relatively short, were going to finish our Enemy Spawning system by adding a victory state.
In todays world, mobile game development ecosystem is growing at an unprecedented pace. Many developers are moving into the game development zone. With this trend, we find some mobile game development tools are arriving into the market.
The increasing success of independent developers directly correlates with an increase in the quality of their output.
I discuss how important it is for you as a developer to find the core of your game. To do this you can use the pillars technique.
Originally posted on: http://www.maxpears.com/category/blog/
Far Cry is a AAA video game franchise built on the principles of systemic gameplay and behaviour. We take a look at how this is managed by AI systems in both Far Cry 3 and 4.
At OC4, Oculus announced two standalone headsets in the works: Oculus Go and the Santa Cruz prototype. What does this mean for VR devs?
The following is an excerpt from the introduction of my recent book, Ready Player Two: Women Gamers and Designed Identity.
In need of a career boost, follow game designer and producer Jonathan Neves as he takes a journey from one location to the next in pursuit of job placement and professional satisfaction. Part 1.
Get a high level overview of what it takes to get your game translated in part 1 of 3 with increasing levels of detail. Part 1 is about planning and preparing for the localization process and its phases.
The best content is other people says Dmitri Williams in a recent op-ed article in the L.A. times, but for social features to work, they need to happen at the right time and place in your experience.
You've worked hard on your game, but whenever you describe it you notice people's eyes gloss over. Read the article to find out how to pitch your game to get people excited.
Difficulty is an often debated part of game design, and in today's post, I want to talk about why it's hard to make every game easy.
Third part of a series on managing and scaling Dedicated Game Servers with open source projects Kubernetes and Docker. In this post we look at using game server CPU information to increase the nodes in our Kubernetes cluster as our player base increases.
Today in Day 24, were going to resume working on our EnemySpawner. Yesterday, we laid the groundwork that allows us to spawn enemies, however, we havent implemented finishing a wave yet. Today we're going to fix that!
Public relations can seem like a strange and arcane art sometimes. So how do the most successful indie games build momentum and hype via public relations? Game If You Are director Lewis Denby gives an in-depth walkthrough of the process.
A look back at a life of on/off game development and how I'm avoiding the pitfalls of the past by doing the hardest thing of all: learning new tricks.
How I designed the AI in my dungeon crawler. The article looks at a way to implement two different approaches: a need driven system and a ratio based decision making system!
Each week, Josh Bycer of Game-Wisdom takes a deep dive into one video game for his Dissecting Design series. This week, it's all about the replayability of A Valley Without Wind.