Updated: 53 min 52 sec ago
This week I woke up to news feeds announcing a new trailer for Bethesdas Rage 2, and after watching it, it really got me thinking again about the importance of creating a strong visual identity for your game.
Emotional intelligence could be the most neglected tool in your game dev belt. Time to sharpen it for your trailer.
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
In this article I talk about my effort to bring together two, somewhat incompatible, game types - beat'em up and twin stick shooter - into a single game. It talks about possible challenges and clever solutions one could use when combining two genres.
A deep dive the online skill ranking system of INVERSUS Deluxe covering everything from the low level math up to the user presentation.
In this series, our development team for THE ALCHEMIST CODE will delve deeper into the vast and rich universe of the game and share behind-the-scenes details on the making of THE ALCHEMIST CODE.
For this Developer Diary, we discuss a topic that all players are familiar withTutorials. Leading this edition of Developer Diary is Ms. San San Ngan, producer of THE ALCHEMIST CODE, who shares the changes the team has made to the Tutorial.
The success of any game depends on the ability of the developer to scrutinize its various metrics and discover useful tips on how to enhance the game and its monetization. So, after deploying a game to the app store, do not just sit there!
The 2nd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 2: 3D versus 2D, with an exploration of the role spatial delivery can play in music implementation in a VR environment.
The independent space since its inception has popularized modern retro design, but while many view it as an easy way to create a game, there is a lot more than just looking at the classics.
Growth and change come from breaking out of our loops, for games and their stories this can be hard. But not all change has to be related to the gameplay loop. There are other ways to express it in the story and characters of your game.
In this blog, game designer Devon Wiersma will give some tips on how you can start making preparations on giving your first talks in game development and why you should consider sharing your knowledge with the world.
The "Hero's Journey" is a narrative pattern we have adopted from the film industry. Since then we try to create our narratives around it. I will explain why this is nonsense. Games create hero's journeys all by themselves - or they wouldn't be games.
In this article I'm making an analysis of co-op death mechanics in various roguelike games and show how I made some innovations to the existing formulas in the game I'm developing currently.
This is a hopefully human readable version of my second paper published in the Computer Games Journal. It's about the stats that have emerged from the Meeple Centred Design project with regards to game accessibility.
Game developers need to understand that generating curiosity is the best way to keep gamer coming back to your game.
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...
Mobile gaming has come a long way since its inception. Here are 6 interesting trends in mobile gaming to watch out for in the future.
The seond part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.
When you hear about new technology trends, dont you feel your heart jump and the butterflies doing flips in your stomach? Technologies are here to make our lives better. The gaming industry is taking full advantage of new technology trends.