Updated: 8 min 54 sec ago
Apple will launch a brand new app store with iOS 11 in September. Do you know how does it affect your App Store Optimization (ASO) strategy for your games?
Below is an overview of the major changes coming to the iOS 11 that you should know...
This article is an in-depth look into the design of a level for upcoming 3D platformer, Suzy Cube. In it, we are going to examine the core concepts of the level and look at each individual section of the stage to see how they reinforce those concepts.
Stay up to date on the latest trends in crowdfunding with our monthly reports. This month, we report the data and take a look at the huge gap between the performance of unsuccessful and successful campaigns.
In his weekly "Dissecting Design" series, Josh Bycer took a look at the edutainment hit Zoombinis, and how it not only taught kids puzzle solving, but also effective design for game developers.
Good matchmaking requires thinking about what your game really needs, and maybe even redesigning some aspects to make matchmaking work. This post explores which things to consider and why you need to limit requirements to avoid endless waiting time.
A large update discussing rework, AI, Spellcasting and editor tools.
Every year someone always says that the next year will be the year of VR. Will 2017 finally be the year of VR? Read on to find out!
Learn how to make a game app like a pro. This 5-step process with help you break down the complex process.
Splicing an alien mechanic into a game is dangerous and might create a grotesque monstrosity of systems   Firaxis though assimilate them cleanly onto the XCOM universe to make a great game even better.
An analysis at common pitfalls done during game tutorials, and ways of fixing them. Uses the recent showing of Cuphead at PAX 2017 as example.
Reoccurring events have become a stable of casual puzzle games on mobile. From a design perspective, what are these events trying to achieve?
This week's highlights include a piece on what happens when The Tomorrow Children goes away, a silly Everybody's Golf video, & a host of other neat articles/videos.
Discover how I write press release with helpful tips.
This blog reveals the importance of visuals in game design, and how the visuals of a game are intimately related to how the gameplay of the game shapes the player's experience.
Innovating is hard. There is not a clear road, and a disorienting number of possible directions to follow. Innovating and succeeding in the market is even harder; but there are a few lessons we can learn from innovative products...
With the Dream Build Play competition in full swing, it came to light that a bug had developed with the Visual Studio Tools for Unity (VSTU) when building Universal Windows Projects (UWP) which is critically needed for Competition entries. Let's fix that!
In Day 2, I move on to the next Unity tutorial, the Space Shooter where I learned how to import assets from the tutorial, move a player ship and shoot projectiles!
Here's what's been happening in the world of Meeple Like Us in August of 2017.
Say you have to make a game in a set timespan. Maybe a 24, 48, 72 game jam. Maybe a month, 3 months, 6 months, or a year. Whatever the case, you need to know how to design your game so your game doesn't fall apart near the end.
In this post, I will show you how to do a few sound designs for a cool sci-fi weapon.