Updated: 6 hours 7 min ago
After the recap on the first year of my first indie project, ASTRE, here is the second year's recap!
In part 3 of my series on Total War, I look at the campaign AI of 2013's 'Total War: Rome II'.
If you had to choose between finishing a game in time or finishing it with all the features you wanted to accomplish, which one would you choose? Read about how we choose the latter option for Global Game Jam 2018.
In the first part of this feature on episodic design, I summarized why this narrative format can significantly improve game experience. In this second part, I'll describe a game concept that merges intense action gameplay and strong episodic storytelling.
Game developers need to network like anyone else. But you've probably been taught a lot of wrong things about professional networking. For indie devs in particular, it's integral to your survival. Here's what you need to know about getting out there.
Do you know how to prepare your game for localization? Some insight's from a localizer's point f view.
Part 2 (final) of my series on Outrealm's Post-mortem. This part focuses on the project itself and the challenges/problems I faced during development. I also talk about how the game concept evolved over time and how certain elements were designed.
While translating words that have a direct equivalent in the dictionary is already a pretty complex task, what about neologisms? Games are peppered with original places, items and character names. What should the translator do? There are several options.
In this post Ill talk about:
* Background information about our trailer;
* Features and spec of our trailer;
* General advice to make a good trailer;
* Preparing the video for sharing
A scalable solution for creating a multitude of realistic, interactive agents without keyframe animation.
It may be a bit arrogant but I decided to entitle this with one of the reviews on my game.
Dune 2000 was published in 1998 by Westwood Studios, it was my first true online gaming experience an boy I was an addict. Dune 2000 was the successor of Dune, a game inspired by the Dune movies. Westwood studios are long gone and taken over by EA games.
Which mobile game optimization tools are Right for You?
When I started doing app store optimization (ASO), I was so overwhelmed by the numerous ASO tools available in the market.
If you are looking for your best ASO tools, check out my reviews below.
There seems to be a lot of confusion over what a game economy is, and what a game economist does. To help reduce confusion, Ramin Shokrizade creates some definitions as to what game economics is and isn't.
Detective games are broken. Most feel like classic point and click games with a different dressing. How do we improve them? Well, here's a couple of thoughts, questions and an idea that might fix a whole genre.
As the medium has matured, developers have been trying to elevate storytelling in video games, but in today's post, we're going to discuss how gameplay creates a possible unavoidable conflict.
What can observing player behaviour in multiplayer post-game screens tell us about player exit ratios, and how much can these screens influence the user retention at this stage of the game?
Alexey Morozov, the head of infrastructure at HeroCraft, shares some knowledge with newcomer freelancers and outsource specialists.
Every played a restaurant simulator thriller? Neither have we. That might be why it's so hard to find the right UI. Please check out this blog to find our more about Harry's Burgers and then let us know which UI you prefer!
A 3D engine on MS Excel, using only excel formula.
This engine is applied on a complete - yet basic - doom-like game.
Rendering is made through ray casting, pixel per pixel.
The exercice intend to demonstrate what can be done with formula only.