Updated: 5 hours 35 min ago
Christopher Klein's Mother - a veteran primary school teacher - requested I compile a list of video games, which can be obtained by her students or their parents; which happen to be totally cool, and of course: engaging or educational in some fashion.
Interview with Aliza Wenders, the lead programmer/developer of Angry Cat Studios!
Can two programmers accustomed to making games for modern computers with gigabytes of RAM and high-color HD displays port one of their games to MS-DOS? Neither of us had any experience developing on such old hardware, but we felt compelled to try!
When working on a game involving a lot of jumping and platforming, it's important for players to be able to form an intuitive sense of the avatar's jump height and distance. This article shows how this is being handled in upcoming platformer Suzy Cube.
The strength of the Biggest Bear mechanic is evident. While the different versions of the game vary their metagame, platform and even number of players, the biggest bear mechanic remains constant. It is core to what makes these games enjoyable.
This week's highlights include the story depths of Subsurface Circular, teaching players in Kingdoms & Castles, and the motivations behind Destiny 2's creation.
A quick guide to making a decent (but not necessarily the best!) indie game trailer.
Bottom-up processing is automatic, we instantly know and understand what we have perceived. Top-down processing is a more deliberate process where we sometimes have to dig deep to understand what we have perceived.
Heaven's Vault's narrative sandwich is made of a layer of authored content, with procedural content spread on top, with more authored content placed on top of that. Here's how it works.
Everythings fine, until you realize your lack of optimization is killing your game!
Perceiving is believing, or is it really? We have five basic senses which we use to perceive the world with: smell, taste, touch, seeing and hearing. But there is a difference between sensing and perceiving.
Looking for ways to get out of the office and to get some much needed exercise? Try these simple, fun, but effective solutions.
Unravel is a lovingly crafted game that wants to tell a personal story about memories, how memories progress through life and growing up around nature. Platforming and physics drive gameplay. The unique yarn mechanic is both thematic and refreshing.
Curiosity is the pleasure of learning and not knowing. It sparks the desire to learn or the desire to figure out how stuff works. When you are curious you feel anticipation, you want to know or try out something. Curiosity comes very natural to games.
Dream Build Play has begun and it's time to start coding. Don't forget to let people know who you are and what you are building or have built before to grow your following.
Here's a few tips and tricks to get started in the competition!
Knowing who can help or who you can help is just as important as building your own project with Dream Build Play. Follow some simple tips to maximise your potential in the project or look for other like minds who can help you realise your dream.
In this blog post, I talk about some of the things that I think it's important for non-developers to know about our industry. Could be useful for industry folks to discuss as well...
With the number of games being released still increasing, I want to talk about a serious concern and debate regarding how digital stores market games.
Wii Remotes and Kinect aside, video game controllers remain the same. Do a little digging through Google Patents, however, and you'll find the way we control video games today could have been just a little zanier.
Its never a one-size fits all, but here are a few ways to increase your chances of monetizing your mobile game.