Updated: 54 min 13 sec ago
What are Hitboxes and Hurtboxes? aren't they the same? and how do we implement them in Unity?
This week's game writing, audio & video highlights include a podcast with Jason Rohrer on One Hour One Life, as well as analysis of the acclaimed Frostpunk and lots more besides.
For our next part on replayability in video games, it's time to talk about why multiplayer is such a requested feature among gamers.
Blockchain has been revolutionising many industries across the world and Gaming has already jumped on the bandwagon. Now the trend is Blockchain Gaming. The present article is a detailed account of the next big thing in the gaming industry and the way it
Ignasi Prat, CMO at mobile monetisation company Tappx, explores the current and future worlds of mobile ad formats.
The 3rd IGDA Game Design SIG AMA in conjunction with the National STEM Challenge focused on game writing and featured game development questions from mentors and students from around the United States.
For the next part on my series looking at replayability, we're talking about how loot tables and item pools can keep things from growing stale.
A view into how fellow professionals assumptions about QA as a career is damaging and how we can change that.
Translating from one medium into a game form is an interesting way to think about game design, particularly how we use it to express our ideas. Here are some notes on that process.
Cut your losses and move on! We have all heard it. So you did not make a perfect game. Make a new one! Get over it! The following is the story of another way.
How we created a GPU based semi-procedural terrain and vegetation system with Unity to fit the need of our openworld game
A quick overview of the features that sets Coffee Crisis' PC and Xbox One ports apart from the original Sega Genesis/Mega Drive editions.
The world of puzzles in games is a vast one, and the possibilities for puzzle designs is nearly endless. However, there are a number of mistakes I see over and over. Today, I talk about some of these mistakes, and how to avoid them in designs.
When shooting a projectile at a moving target, you need to aim ahead so that the target will move into the cross hairs just as the bullet reaches it. Learn to calculate it for an aiming reticle or AI control.
Game Designers that possess technical skills are in increasingly higher demand from game studios. In this blog post I explain why I encourage every Game Designer, including those seeking their first Game Design role, to develop their technical skills.
Game jams are game development distilled into its purest form and are a wonderful thing.
This post provides a brief history of the indie group Missing Fish Games. It's purpose is to highlight the journey of four recent graduates who banded together to continue working while breaking into the industry.
In the wake of the meteoric rise of Fortnite, many people ask how it compares to PUBG, the extremely popular predecessor in the battle royale genre. I will attempt to analyze how the building mechanics play a role in Fortnite.
Shadow of the Tomb Raider wants to help players dive into Lara Croft's character, but its developers say it's not commentary. How do developers sell emotionally risky games to the world?
An in-depth look at how the Axe Recall mechanic was built in God of War.