Updated: 6 hours 20 min ago
I've been playing Resident Evil Remastered and Resident Evil 7 quite a few times and, which is most important, always with the same pleasure...
I'm trying to understand why.
In bringing Sublevel Zero Redux (our roguelike six-degree-of-freedom shooter) to VR we've had to overcome serious design and technical challenges. We dive into some of the solutions we've implemented to make such an intense game a great VR experience.
Everything I wish I knew about video slot games before I started making them
Steam isn't the only option: selling your game on your website is highly encouraged. Here is what that entails, and how to create the perfect landing page to compliment it.
An article on how game duration is an intrinsic part of the aesthetic qualities of video games that produce meaning and can impact the player.
Reading code from your team members is easier and faster if all code adheres to the same formatting and naming conventions. Also, some C++ code constructions are better avoided altogether. That's why we have a rather strict coding style guide at Ronimo.
Difficulty plays a big role in keeping players motivated and engaged. It is a source of satisfaction. But why is that, how does it work and how can we design good challenges, and avoid frustration?
Games can teach you in fun ways while you're playing and experiencing them. Read more how you can learn "fun physics" from Crashing Season mobile game.
Angry Birds 2 is a best in class example of a casual game that has successfully adopted traditional mid-core mechanics. A year after its launch Angry Birds 2 has steadily multiplied its revenue with an amazing string of updates.
Do you want to go about publishing traditionally, or take matters into your own hands? Maybe it's time to read up on some pros and cons before making a decision.
A mini analysis exploring the narrative of The Last of Us and how it affects the gameplay and therefore the experience of the player.
The co-creator of Bendy and the Ink Machine talks "Accidental Success". He discuss his relationship with his business partners and their journey from fluke game to full fledged studio.
Intellectual properties can be a wonderful addition to a game -- once everything is approved! This article discusses the process of working with 5 (!!) different IP holders for Kongregate's "Animation Throwdown: The Quest for Cards."
This post will help mobile game developers understand how attribution is used in the complex mobile app ecosystem, and the complications that can arise with attribution when a company has many different user acquisition channels.
World of Warcraft at its peak was a sensational success. That success attracted opportunistic agents that preyed on weaknesses in the game's economy and business model design. Without solutions, the MMO genre became increasingly non-viable commercially.
We saved thousands of dollars and weeks of work by "getting into our players' heads" by designing a printed paper version of our showcase VR game. We share our playtesting process and lessons for running your own UX tests on paper prototypes.
Are you familiar with Steam Greenlight? Heard the news?! There's a new system in town called Steam Direct and here's some things you should know.
There is something about unclear options which make choices a lot more interesting. This post goes into the reasons behind this, and various ways of achieving it in games.
Ludonarrative Dissonance has become a popular discussion point for when story and game design conflict. For today, I want to try and come up with a term for when mechanics conflict with each other.
Listing out the common problems faced when building for Android from Unity with the solutions that worked for me. This should be a handy troubleshooting guide when doing the build.