Updated: 14 hours 49 min ago
The article is a deep dive into three different scenarios of movement prediction in game programming.
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres', among many other great stories & videos.
Most cheats are easy to prevent - we run through the best techniques.
Jean Simonet is a AAA developer turned indie. In this talk, Jean runs a counterstrike on every piece of indie gaming advice you've ever been told.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Gamesforum is one of the biggest B2B conferences about the business of games was taking place October 23-24. The conference was full of insights from publishers, ad networks, analytics firms, marketing experts and all the other major industry players.
This past weekend myself along with several friends/playtesters showcased TeleBlast as part of the PAX Australia Indie Showcase. It was an absolutely unreal experience not only to have people come and enjoy the game. Here are some of the things I learned.
The vast majority of gamers aren't addicted to their devices. However, addiction to games is possible, and that is enough to signal to game developers that they must adapt to (and maybe even educate players about) the realities of gaming.
Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen.
A fan's take on Red Dead Redemption 2 and its divisive place among modern games.
Falling in love with Email Marketing: How Kitfox and their fans found love.
Match-based single-player games have an inherent efficiency advantage over more linear formats. However, this advantage is threatened by a specific design problem that frequently occurs in those kinds of games and yet is rarely talked about explicitly.
Explore the Midwest's development scene through a retrospective look at years of attending and organizing community-oriented events.
According to the design doc I wrote, I have finished my Halloween game. All of the features are complete, so why aren't I happy with it?
Active gaming titles should not be developed as a replacement for exercise or fitness activities; they should be developed for the purpose of making them fun and engaging.
From PixelFest 2018 Developer Day in Norfolk, VA. Grant Shonkwiler discusses his journey from producing small mobile titles to delivering massive AAA hits and beyond.
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
This week's highlights include a morbidÂ piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview onÂ the tools used to make the classic Deus Ex.
"Daily Routine" features that bring players repeatedly back to games are fast becoming a trend, in this post a close look at the Persuasive UX principles that Game & UX designers use to intrinsically motivate players to keep coming back for more!
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls.
The article is divided in two parts and this is part II.