Updated: 15 hours 23 min ago
A series of critical analysis of the narrative and mechanical design in narrative games, continuing with Binding of Isaac and Final Fantasy X
The main objective of this blog post is to show you some simple ways to create cool and simple animations using animation curve in the script easily.
Motivation differences between male and female gamers who identify as "hardcore". This is based on our dataset from over 350,000 gamers.
Lessons learned on the business side of Sausage Sports Club, including tips on doing market research, shaping the perception of your game, getting the most out of social media, why you shouldn't go to conventions, and angling for platform support.
With the aim of improving the discovery of quality apps, Google made changes to its Play Store algorithm. A lot of the ranking criteria now tips towards user engagement.
As any production phases can be very, very demanding and stressful, but the most creative and painful period for me is the conception phase.
This is both my dream period and nightmare at the same time.
Failbetter Games (Sunless Sea, Sunless Skies) created #loveindies as a way to celebrate indie games and drive players to leave valuable reviews and ratings. Hannah Flynn, Communications Director, shares what they learned.
A deep dive analysis of how diegesis is used in the gaming medium and how it may be used to create immersion and meaningful connections between the player and the characters.
In today's post, I share 5 free tools that we use to effectively promote indie games.
This year I gave a presentation on video games and the First Amendment at Casual Connect USA. This is Part 1: Introduction and Background. Parts 2-3, coming very soon, will cover the basics of what the First Amendment says, and what it protects.
What's the best way to create complexity in a game system? Mix it with some other system. This article takes a look at how spreadsheets can be used as a quick-and-dirty tool for designing systems interactivity.
Reposted from Game-Wisdom, this is a written interview I did with Game Designer Michael Hicks on puzzle design and the challenges of tying it to a serious topic.
The state of game development has shifted this decade towards post release content, but what does that mean for a game whose reviews are no longer relevant?
A series of critical analysis of the narrative and mechanical design in narrative games, starting with Last of Us
Procedural narrative has its own Uncanny Valley and we should be aware of it in order to avoid or minimize its effects.
In this edition, well talk more about the Global Original Story, our plans for the present and the future, and the experiences we went through to write a story for a Japanese RPG. With a pen in her hand, Rem, THE ALCHEMIST CODE team Writer, will lead.
The main Objective of this blog post to learn about Unity Serialization and Game Data.
Continuing with the previous article, we look at the best practices in creating playable ads for mobile games. Find out what you need to do to improve the enjoyment of these ads as well as improve interest in installing your game.
Can free games really stack-up against paid/premium titles?
Should you partner with a game publisher? CEO of Akupara Games, David Logan, helps to guide developers throughout a series of articles surrounding the release of their game.