Updated: 6 hours 30 min ago
In which I ignore the common wisdom that you can't "just add multiplayer" to my own peril.
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.
First blog in the series of becoming an indie developer by transitioning from the assetstore to Steam. With sales numbers from the AssetStore
A look at some of the basic building blocks for a third person camera and how they work together.
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.
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.
This article wraps up 2017 Global Game Industry and I provided my thoughts about what actions to take in 2018.
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.
Technical Artist David Finseth of Synapse Games explains how the particle effects in "Spellstone" and "Animation Throwdown" were created in Unity3D.
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.
Loot Boxes. What they are, whether they constitute gambling and whether they should be regulated.
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.
An in-depth character analysis via the psychodynamic framework of defence mechanisms in relation to James Sunderland from Silent Hill 2. Discusses iek's theory of 'The Real', Freud's theory of the 'Punishment Dream' and Jung's archetypes and psychosis.
I have added Steam achievements and now getting ready to test.
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.
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.
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.
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.
What does it take to release a new game cartridge for the Game Boy in 2017? Heres my experience (Part 2/2), with a lot of details on the tools I used and the feedback my game received!
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.