Updated: 7 hours 9 min ago
Adapted from GDC19's Level Design Workshop, this post applies real world playgrounds to multiplayer level design with a focus on level geometry.
PAX East 2019 marks my third major showcase of Summoners Fate and I continue to learn from our experiences. Hereâs three things we did different to stand out as an indie at PAX East this year and the data we collected.
Over the past three months I have looked at almost 700 games in my Steam Discovery Queue. I saved the store page html for each of these games so I could analyze what Steam is showing me. Here is what I learned.
Eleven things you should do for your studio if you want to improve and keep your team motivated.
So ya got a backstory. That's nice. But have you asked yourself how that impacts your game? Why it impacts your game? And is it really necessary? Don't worry - those questions are all answered here.
The global CG market is likely to rise at a steady 5.5% annually and become worth US$211.60 bn by 2024. In this article, we share some observations on how Eastern European and, in particular, the Ukrainian CG market is evolving over the last few years.
This is our official post-mortem for our latest game, Hero-U: Rogue to Redemption. It took us 6 years to make this game, and we learned a lot from the process. Post-mortem by our programmer, Cidney Hamilton and edited by both Lori and Corey Cole.
This March our company Sunny Painter attends Game Connection and GDC in SF. This article is our GC walk-through. I hope this article would help industry friends to know more about GC, and decide if the event would promote their business.
This article is a closer look at how stories in games (and those wanting to make it into games from another media) can flesh and build out their narrative world, characters & lore into a franchise that lends itself to interactive/multimedia entertainment.
Despite the overwhelming praise Sekiro Shadows Die Twice is getting, this Soulsborne and action game vet finds himself alone in thinking this game is broken at the design level.
After reading and listening to many concerns on many layers, be it the Business Model, Technical, Availability, Player Perception or Revenue Share, I would like to view things through a different lens of opening up, sharing and accessibility.
In our studio, we often use Articy Draft as our main game asset management tool, and we would like to share this experience so that you know what to expect behind the marketing shell. Expect only an honest review here.
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Is the battle for board game accessibility an unwon cause, or an unwinnable cause? I don't know the answer, and I invite you to join me in my own uncertain search for an answer.
Leonardo as a character does not appear in the main campaign of Assassin's Creed II too often, and yet players grow very attached to him. Let's examine why.
Virtual economies - buying and selling of digital goods in a digital marketplace - are becoming more and more common in video games of all types. This article looks at managing a major issue in these types of games - inflation.
Success as an indie game studio is a relative term. Some of us dream about winning an award, some want a million dollars, and others want a million downloads. Using baseball as an analogy, hereâs how I measure financial success for an indie game studio.
10 top tips for developing educational digital games from Game Doctor studio.
Portmortem of Cube Up, an endless mobile game based on completing cubes at an increasing speed avoiding obstacles, released on Android devices in 2018.
This blog will discuss what does 'good' matchmaking made of? How should we define matchmaking for our multiplayer game? also, learn more about what factors make matchmaking so difficult in development.