Updated: 13 hours 36 min ago
In this article I'm making an analysis of co-op death mechanics in various roguelike games and show how I made some innovations to the existing formulas in the game I'm developing currently.
This is a hopefully human readable version of my second paper published in the Computer Games Journal. It's about the stats that have emerged from the Meeple Centred Design project with regards to game accessibility.
Game developers need to understand that generating curiosity is the best way to keep gamer coming back to your game.
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...
Mobile gaming has come a long way since its inception. Here are 6 interesting trends in mobile gaming to watch out for in the future.
The seond part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.
When you hear about new technology trends, dont you feel your heart jump and the butterflies doing flips in your stomach? Technologies are here to make our lives better. The gaming industry is taking full advantage of new technology trends.
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.