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The Poor Man's Netcode - by Evan Todd

20 February 2018 - 2:02am
In which I ignore the common wisdom that you can't "just add multiplayer" to my own peril.
Categories: Game Theory & Design

A New Games Journalism Reader - by Michael Heron

20 February 2018 - 1:56am
This is a kind of 'new game journalism reader' that tries to explain why some of the NGJ pieces I regularly cite are so genuinely remarkable.
Categories: Game Theory & Design

We come from the AssetStore - by Robin Ekeheien

20 February 2018 - 1:55am
First blog in the series of becoming an indie developer by transitioning from the assetstore to Steam. With sales numbers from the AssetStore
Categories: Game Theory & Design

The Foundation of a Third Person Camera - by Cameron Nicoll

20 February 2018 - 1:55am
A look at some of the basic building blocks for a third person camera and how they work together.
Categories: Game Theory & Design

Video Game Deep Cuts: Florence & The Orange Monster Box - by Simon Carless

18 February 2018 - 7:28am
This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.
Categories: Game Theory & Design

Flash Games Aren’t Dead, They’re Just In A Coma - by Thomas Brush

16 February 2018 - 7:45am
In 2016, Kickstarter resoundingly supported my game about a minister in Hell, and raised over $100,000. So you can imagine how excited and nervous I am about my next Kickstarter campaign, the sequel to my first Flash about a boy named Pete in a coma.
Categories: Game Theory & Design

A Look Back at 2017 Game Industry [Report] - by Mantin Lu

16 February 2018 - 7:44am
This article wraps up 2017 Global Game Industry and I provided my thoughts about what actions to take in 2018.
Categories: Game Theory & Design

Discussing the "Fast Burn" Syndrome of Indie Development - by Josh Bycer

16 February 2018 - 7:44am
Today's post looks at a common phenomenon that can rear its head after the first big success of your studio, it's the allure to go big and could lead to you burning out of game development.
Categories: Game Theory & Design

Creating 2D Particle Effects in Unity3D - by David Finseth

16 February 2018 - 7:39am
Technical Artist David Finseth of Synapse Games explains how the particle effects in "Spellstone" and "Animation Throwdown" were created in Unity3D.
Categories: Game Theory & Design

Join the Heist: Launch Day (Part 3) - by Blair Pyle

15 February 2018 - 6:08am
To celebrate the launch of Burgal's Bounty on iOS and Android, I have been publishing a blog series chronicling the development cycle of the game.  This is third and final part of the series.
Categories: Game Theory & Design

Much Ado About Loot Boxes - by Ian Griffiths

15 February 2018 - 6:07am
Loot Boxes. What they are, whether they constitute gambling and whether they should be regulated.
Categories: Game Theory & Design

Postmortem: A Courtroom Drama Game, Twelve Absent Men - by JJ KR

15 February 2018 - 6:03am
This is the story of Twelve Absent Men, a courtroom drama game developed for Android and iSO. The Post-mortem looks at design features, ideas, gameplay and coding, along with various problems that came up along the way.
Categories: Game Theory & Design

The Punishment Dream of James Sunderland in Silent Hill 2. - by Savannah Ferguson

15 February 2018 - 6:03am
An in-depth character analysis via the psychodynamic framework of defence mechanisms in relation to James Sunderland from Silent Hill 2. Discusses Žižek's theory of 'The Real', Freud's theory of the 'Punishment Dream' and Jung's archetypes and psychosis.
Categories: Game Theory & Design

Mine Seeker Steam Achievements and Testing - by Jason Crosby

14 February 2018 - 7:27am
I have added Steam achievements and now getting ready to test.
Categories: Game Theory & Design

Arts vs. Entertainment: Is "Art" in Gaming Dying? - by Andrew Heikkila

14 February 2018 - 7:12am
I think people play video games and invest in their experiences for two primary reasons: their artistic narrative and their ability to provide competitive entertainment. Unfortunately, I believe that the former is going by the wayside.
Categories: Game Theory & Design

Making a videogame cover that doesn't suck - by James Cavin

14 February 2018 - 6:47am
Say no to face bouquet! When small developers make video game box they tend to mimic the designs of bigger games from their genre. That's a mistake, and here's why.
Categories: Game Theory & Design

How we messed up and how we succeeded: Malta Global Game Jam - by Jasper Schellekens

14 February 2018 - 6:47am
Lessons learned from organising the Malta Global Game Jam. An organiser's post-mortem describing the things we thought went well and things that went badly, so others can learn from our mistakes and take inspiration from our successes.
Categories: Game Theory & Design

2017 Wasn’t VR’s Year, but Spielberg Film Reignites Gaming Movement for 2018 - by Mark Poole

14 February 2018 - 6:47am
We had lofty dreams for virtual reality gaming, and unfortunately, in 2017 we did not see any of those dreams come true. The Oculus release prompted a long period of buzz and left consumers with a burning curiosity for what could follow.
Categories: Game Theory & Design

Making a Game Boy game in 2017: A "Sheep It Up!" Post-Mortem (part 2/2) - by Doctor Ludos

13 February 2018 - 6:11am
What does it take to release a new game cartridge for the Game Boy in 2017? Here’s my experience (Part 2/2), with a lot of details on the tools I used and the feedback my game received!
Categories: Game Theory & Design

The New Boardgame Journalism (with apologies to Kieron Gillen) - by Michael Heron

13 February 2018 - 6:07am
This is a post about the New Game Journalism philosophy as applied to tabletop games. We need to be doing better when we talk about what it means to play games and why people should care.
Categories: Game Theory & Design

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