Updated: 2 min 10 sec ago
2 days ago, on Day 16, we created a reload system and just yesterday we started shooting lasers at enemies, today, we're going to continue and create a reload system and some UI to display our reload.
Developing Bazoo was quite an adventure. I've been a developer on the project since more than three years now and I'll tell you everything we did, everything we tried and every stuff we trashed, from the early drafts to the final product.
The MMORPG industry hasn't been static. It's has gone through some rather painful changes since its inception. Learn what caused the scales to tip.
For developers unfamiliar with UX or wanting an easy overview: What is Games UX? What does it do for you and your team? How can I know if my game needs UX attention? What is the difference between UX and UI?
Here are three questions I'm frequently asked about getting into indie game development and the tough answers not everybody wants to hear.
Historian John Harney and Professor Michael Dylan Foster of University of California, Davis discuss Japanese folklore and yokai in Team Ninjas Nioh.
A public service announcement on how to keep your gameplay data alive after Raptr's demise.
Whoa, please, put you pitchforks down! Just hear me out first. I'm also an indie developer and I have these dream games I'd like to work on. But when choosing something to invest time and money into, I try to be a bit more realistic. So let me tell you...
Such diversity of finishing a mission is the essence of level design, mainly supported by four points: stereoscopic structure, touchable possibility, fabulous dynamics and world building.
In day 17 we're going to learn how to fire projectiles from our gun towards where our mouse is pointing to.
This is what's been going on in the world of Meeple Like Us in September of 2017.
There are two brains, at least, in our heads. They operate as two distinct systems with different features and abilities. Well-designed games engage both systems effectively.
I talk about the steps I took to create my dungeon and puzzle layout for my newest game: The Escape Exam. Learn some tips and tricks to avoid headaches for the future.
Blog series on how we brought our game to Vulkan. This is post 2 of 5 covering textures, shaders and graphics pipelines.
Documentation is an essential in any team based environment, not only to be a guideline but also to be the answer to any questions someone may have about the general development of the game.
Some of this week's highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.
Cuphead's trailer hype cycle goes deeper than its one of a kind style. M. Joshua looks at some of the less-recognizable strategies that pushed Studio MDHR's title at the front of people's attention.
An exploration on how adding voice acting to a game can cause fan backlash, unintentionally set your characters personality in stone, and limit your design choices. SPOILERS for:
Fallout: New Vegas
and Fallout 3
Trauma affects a great many people in a variety of ways, but can gaming and VR experiences help with treating these traumatic experiences?
Making money is always hard. No matter how much effort you managed to put into your game, it wont pay off financially unless you promote it. Even the most fantastic creation wont make it beyond your computer if you dont know how to sell it.