Updated: 14 hours 27 min ago
A big struggle for indie devs seems to be balancing life and work. In this video I talk about my experiences with this and methods that have helped me with it.
Virtual Reality is still new to our world and there is still things that need to be worked on. The virtual world is growing, but not everyone is so supportive of its breakthrough. This paper discusses the opposing viewpoints of the every growing VR world.
Ways you can earn as a freelance developer
In this article, we share the creative process we went through when creating Reynald, our first game's main character and eager archeologist!
I was extremely interested in Self-Determination Theory (SDT), as a whole because of the way video games have impacted my own life. This was done with a few classmates and we really got into it.
Among the many blockchain solutions proposed for the gaming industry, the most popular have been those that create marketplaces for in-game purchases used in free-to-play models.These model however, excludes the role of game developers and publishers.
Creative people just want to perform at their best and see the team succeed in finding the best solutions to the problems at hand. Formulate the rules of evaluation of the propositions as clearly as you would explain the rules of a game.
I loved the game, but now Leavers are ruining Overwatch. Why Blizzard won't solve these problems when there are so many ways to actually do it? Let's take a closer look at the current situation.Why Blizzard won't solve these problems when there are so man
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
There are some very small towns that have produced several huge gaming companies and technologies. It's not all about Silicon Valley.
When microtransactions are supplemental to experience, not a way to get around it, theres nothing wrong with that. However, when the game is structured around them, and when they are used as a way to bypass time spent playing, the play becomes a burden.
In the second dev log from the time-trial arcade game "Bea the Bullet" we look at how we failing in our early decisions helped us plot a path forward.
Sonic Mania was pretty much everything I expected, until I had my first game-over, and I was reminded of how differently classic games handled failure. In this article we discuss the save system in the game and how it impacts every part of the experience.
This is what's been going on in the world of Meeple Like Us in November of 2017.
The open world genre has become huge over the last decade, but today we're going to talk about all the games are taking the same page out of Ubisoft's book.
Performance optimization comes part and parcel with lush, dense 3d forests. In this article, I offer a detailed description of how I tackle forest optimization in Unity.
Explore the what and whys of Unity's networking options and use NetTest (full source included) to put the latest version of the LLAPI through its paces.
Since there's no rating system in China, many programmes like movies, TV series as well as games are banned or censored before input in the Chinese market. Chinese game developer has made their effort to survive under the big pressure of Chinese watchdog.
Notoriously difficult games are often associated with anguish more than euphoria, but they contain some of gaming's most pleasurable moments. This article delves into what leads to these experiences, why they feel so good, and how they can be designed.
Here's the Inform 7 source text to my 2012 game "The Statue Got Me High," based on the They Might Be Giants song of the same name. In 2015 and 2017 I added annotations commenting on the design, the implementation, and various TMBG references.