Updated: 14 hours 3 min ago
It's easy to make a game. Literally anyone can do it. Finish a game on the other hand... that's a tall challenge to any developer. I've made many games that you've never seen, and I want to start showing my creations to the world. My solution? 1GAM.
One of the hardest things in game development, especially if you are self publishing, is deciding what price your game should be, so I opened up the debate on twitter and got some surprising results.
With 100,000 games over 10 years, Kongregate takes a look at trends in game development technology. Specifically, at the rise of HTML5 over Flash in both quantity and quality of games.
Balancing in any game design can be a tough job, so I wanted to talk about the three universal variables that must be considered for any game.
This week we held our first public game testing of The Red Front. We recap how the night went and what we learned from the experience.
I discuss why documentation is needed in the game development cycle and how it can be improved and improve the game dev cycle.
A review of the design iteration and process that led to Specter Knight's unique mobility in Shovel Knight: Specter of Torment
This week's highlights include an article series about gaming in prison, behind the scenes of Night Trap, & how satirical soccer game Enter The Kickmen got made.
ARKTIKA.1 Weapons Gameplay
A story of version control on a large Unreal Engine 4 project, working with the command line, and general tips/tricks for git and git-lfs.
As previously we discussed, process of writing/reading memory is really complex and involve hormones and neurotransmitters a lot. In this article I will give some examples on existing motivational models and their applications.
This post analyses the game design of "1979 Revolution: Black Friday" through the lenses of mechanical/fictional design and narrative intentionality, in order to understand what makes the game such a compelling narrative experience.
A short essay exploring my changing relationship with social interaction through the lens of The Sims and Tomodachi Life.
Our latest game, Heaven's Vault, might contain romances, but we don't yet know if it does. inkle has an usual approach to designing romances, which has more in common with falling in love than with game design, but it's a wonderfully emergent approach...
I wrote the following paper after creating an experimental video game in a post-doc position at University of Waterloo Canada. The paper highlighted my creative aims and thought processes when designing You Are Not A Banana.
Mobile games growth has been phenomenal in recent years, let's look at some factors responsible for this great rise of mobile games across the world.
Having played Outlast, I decided horror in video games is awful. Layers of Fear helped to change my perception. While the game has faults, this title also presents serious subject matter with mental illness.
The study reveals a list of the most promising mobile games markets and the reasons why mobile game publishers should think about spreading games there
Think you don't need a publisher? Confused about the difference between distributors and publishers? Read on.
Industry of game developing are growing really fast, and with mobile market growing even faster we meet practices and mechanics that are copied from each other, we see same games again and again in different forms. How can we break this chain?