Updated: 13 hours 52 min ago
Episodic games have the reputation of offering great storytelling but weak gameplays. Does it have to be that way?
In this 3 parts feature, I will explain how we could merge mainstream gameplays with the effectiveness of episodic storytelling.
Game developers continue to adopt new ways of creating and designing games we can only imagine what 2018 has in store for us!
In this 2018 podcast, Norwegian game designer Marius Holstad goes through the process of designing a lifelike character like Trico in The Last Guardian and gives a clear, in-depth breakdown of the approach.
Almost always, when I talk with groups of people about game design, I quote Antoine de Saint-Exup'ery:"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." How do we achieve this?
Examining Cogmind's traffic and rankings during Steam's biggest sale of the year, with additional focus on one day of being featured on the front page and its impact on exposure, wishlist activity, conversion rates, and revenue.
Let's look at the js13kGames 2017 competition from the perspective of those few months that already passed, see why this one was special, and why it have to change.
In my second article on the AI of Total War, I look at the rise of modding for AI behaviour, as well as the complete engine rewrite in 2009's Empire: Total War.
How to write a game based on a sensitive topic such as the European refugee crisis? How to make this game feel real while remaining respectful of the people concerned? Here are a few tips based on my own experience.
This week's Video Game Deep Cuts highlights include a video profile of SOS creators Outpost Games, an analysis of Bubsy's Japanese translation and a longform Tetris documentary, among others.
Blizzard's game, Overwatch, recently nerfed Mercy, making her far less popular than in the past. As many women report being forced to play Mercy, I examine ways in which this virtual change may impact female gamers' experiences in the real world.
Game developers to showcase their skills and get sound advice on their gaming projects.
A Breakdown of the Social Content and Strategy I employed at the launch of Brut@l on PlayStation 4.
A post mortem for my tabletop roleplaying game Can't Anyone Save The World?
One of our developers set out to make his first game during his spare time at Noodlecake. The project was supposed to last a weekend or two. Three years later the game is finally out. Find out what took so long.
This blog shows my past in environment art and why I find it important to educate starting environment artists and students from the start on. This to make them excited about new software and programs, but also to bridge the gap of the unknown.
Building a software development team in Wargaming, a multi-cultural international company - approaches, actions, lessons learned.
Improve your mobile games and support dynamic content without app store approvals. This series will give you a head start on making and using bundles in ways you probably didn't consider.
Two weeks ago I knew exactly zero about DXT. I was surprised to find a lack of recent resources on the topic and spent two days researching just to get started.