Updated: 20 hours 50 sec ago
Why do we develop such strong attachments to in-game objects? This article examines how Self-Determination Theory can be used to explain player affect.
When we launched Hyper Sentinel back in May, we promoted it as âthe worldâs first interactive live-stream arcade gameâ thanks to its unique Mixer integration. Now we are ready to share conclusions and key data from our Mixer marketing post-mortem.
Sunless Skies creative director Paul Arendt talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
My name is Dan St. Germain and while in undergrad, I worked with four other students on creating a blind/deaf accessible video game called LEVY. These blog posts will be dedicated to explaining the different UI, UX, and design decisions that were made.
This is an exciting episode that is relevant to everyone that is interested in Indie Development. The biggest risk to any game is over-scoping and not having enough time. SomaSim founders, Matt Viglione and Robert Zubek, walk us through their process of m
Finding the right Software to create your visual novel can be hard, so here is a list of some software comparisons that can help you make your visual novel.
In this second in my "Game Classics" series, I look at some design lessons that can be learned from the original Sonic the Hedgehog. Find out how this iconic game and character came together, which elements of the game worked well, and which didn't!
Aquamarine, my upcoming point-and-click exploration game, began as something completely unlike what it is today. Without my 17-month process of experimentation and change, I would have never found the right structure to build around the game's core ideas.
What if America falls into a second Civil War? This game simulation and classroom exercise says it will be a dumpster fire.
How do you choose which game to make next? These are three factors you should definitely consider.
Is there a future for episodic content business model?
A look into the designing process of an indie game called Runick. This blog post will be divided into three parts, each of them tackling one part of the process I went through while designing the levels in Runick (Experimentation, Progression and Fillers)
Tim Cain, Brian Fargo, and other Interplay developers reveal the origins of Fallout's S.P.E.C.I.A.L. attribute system in an excerpt from "Beneath a Starless Sky."
Before I founded Modern Storyteller and began making our game, The Forgotten City, I was working as a legal and strategy advisor to a multi-billion dollar tech company. Yes, that is a bizarre career change. So why did risk my career to make video games?
a look into the mechanics used to get players to spend money on initially free games.
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
The discussion analyse The Last of Us and God of War to see how games with dark themes can ultimately provide a story with a message of hope!
Games end. Or at least they used to. Most games be they board games, card games, sports or video games have a point at which they finish. But now we have games that donât end. So what does that mean for stories in games when they don't end?
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
In the past year, there have been a number of mobile games made by Chinese developers with very authentic Japanese ACG look and feel that become top grossing games in Japan and South Korea.Why they want to make such games? And why they can do so well?