Updated: 12 hours 35 sec ago
A list of 5 common mistakes that we observed on playable ads.
I have launched my new podcast about video games.
Level Design Lobby
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In a recent Kotaku article a discusion spread: How much does it cost to create games? In this post I'd like to clarify a few things, let the readers do the math and think about costs in general.
Making games is challenging, hard work, most connected with the game design and development, later on when the game is ready, marketing, updates, support, etc. We show you how you can build a community/fan base around your game way before it's released.
Marketing your game on Youtube.
A way to make a full 2D isometric platformer, an overview of my work on the 2D isometric approach with Unity.
Not all of us are natural networkers. If you fall into that category, here are some tips on how to network so you can get your game noticed and hopefully make some great contacts.
For a game that at its core is a cooperative sandbox game, Fortnite's Battle Royale pivot is refreshing and commendable.
Josh Bycer of Game-Wisdom takes a look into the Idle/Clicker Genre to explain how these games manage to hook people despite having little gameplay.
There is a pretty big jump between creating work for a 2D composition for a once-off design brief & creating work for virtual reality. This time your audience can literally engage with your work on a previously inconceivable level.
A brief overview of our prototyping process for creating a dynamic camera in Unity supporting player control, camera physics, and cutscene animation.
I took the more difficult route of being a one-man dev/marketer for my fox adventure game, and it went better than I thought. Here's what I learned.
Multiplayer videogames which model human players in a 3D space use the same elements as real-world sports and playground games. Can we define a grammar that helps us analyze and compare all of these types of games? Here's one possible scheme.
Rapid prototyping and play testing a high fidelity Match 3 game from scratch....best part? All that and more without writing a single line of CODE!
Citizen science games let players contribute to science. This first post presents many of the games people can play today to advance science. It also introduces topics I would love to discuss with game designers and developers.
Interested in making a new artist contact and in making a few small-scope games; I reached out to the /r/INAT subreddit with an open request for a collaboration and the following documents the outcome of this adventure.
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
From television ads to display and social media to in-app - its critical that your advertising creative is a cut above the rest. Here's how you can design eye-catching creative that wins across Casino, Action-Adventure, Brain Training, and Casual Games.
Many were unhappy with Phil Kaplan's recent video discussing Overwatch's toxicity. In this post I examine the video and feedback through the lenses of psychology and human relationships.
Stealth game design has evolved over the years, and in today's post, I'm examining the two broad philosophies of it.