Updated: 10 hours 12 min ago
Taking a look at my third year as an indie: what things worked, what did not, lessons learned.
I've been thinking about launch trailers for years. Maybe some of these thoughts could help map-out your launch trailer's plans.
I'v recently ended my studies with one last student game experience : Illtide. The production was a nightmare. So instead of keeping this story for myself, let me tell you how not to make a game, and what I've learned from it.
Playability is defined as a set of properties describing the player experience using a game system whose primary goal is to provide amusement and pleasure, by being satisfying and reliable. The relationship between playability and translation--
Today's post looks at the recent success of the Resident Evil 2 Remastered and how they improved on the Mr.X formula to create an alpha antagonist.
The third post in the series that chronicles the development of Thunderballs VR by Megafauna
In this article, I'm going to seek to elucidate a theory of how players' actions operate in the context of strategy games - mostly, in a competitive setting, though I think it also applies to single player or co-op as well.
An examination of American game narrative design through the lens of the Japanese aesthetic, mono no aware
Let's talk about what the first Assassin's Creed does to make itself feel larger than it actually is.
Seattle videogame game development organizations collaboratively ran a career evening to help local game developers, students, and other professionals with career tips, interviewing, along with resume and portfolio reviews. This is an event summary.
A critical analysis of common Japanese game narrative mechanics, their development and current modification from an outside perspective
This week's highlights include a piece on Chinese romance games for women, a look at a multitude of new titles - from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
In the following essay, the leading technical artist of Nekkiâs Russian development partner Banzai Games, Roman Tersky, describes the rendering process and the materials used for the characters' equipment in the mobile game Shadow Fight 3.
Bioshock Infinite A game which was supposed to be the end of the Bioshock series, but does it really do justice to its predecessors?
A blog post explaining some of the foundational voxelart styles in videogames. This applies to general voxelart as well but it serves to build a better understanding for the form in video games.
Recently, a lawmaker in Pennsylvania proposed a law to tax the sale of video games rated M or AO by ESRB at 10%. Can states legally do this?
GDC 2019 is in a month and it's a time for many indie developers to network and pitch their games to investors. Rebekah Saltsman owns 51% of Finji, which makes and publishes indie games. She has a decade of experience listening to and making pitches and i
This week, we got a chance to talk to Zack from Mega Cat Studios to talk about developing retro games for new consoles, marketing physical games in the digital age, and how theyâve built their die-hard community of retro fans.
If you were ever interested in the behind the scene numbers of a small gaming blog's Patreon, then I'm going to open up my wallet and show you everything that's in it.
Mobile games are a hits-driven business. This is at odds with good public relations campaigns, which thrive on consistency. Here's a brief explainer on how to create a sustainable PR program around a mobile game's development, broken out in 3 phases.