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Coffee Crisis: Why This Pittsburgh Alien-Brew Wants a Shot of PC, Xbox One. - by Sean Braganza

9 May 2018 - 4:48am
A quick overview of the features that sets Coffee Crisis' PC and Xbox One ports apart from the original Sega Genesis/Mega Drive editions.
Categories: Game Theory & Design

A Puzzling Endeavor: My Thoughts on the Design of Puzzles in Games - by Caleb Compton

8 May 2018 - 7:53am
The world of puzzles in games is a vast one, and the possibilities for puzzle designs is nearly endless. However, there are a number of mistakes I see over and over. Today, I talk about some of these mistakes, and how to avoid them in designs.
Categories: Game Theory & Design

Shooting a Moving Target - by Scott Lembcke

8 May 2018 - 6:47am
When shooting a projectile at a moving target, you need to aim ahead so that the target will move into the cross hairs just as the bullet reaches it. Learn to calculate it for an aiming reticle or AI control.
Categories: Game Theory & Design

Level-up as a Game Designer by improving your technical skills - by Karl Morley

8 May 2018 - 6:45am
Game Designers that possess technical skills are in increasingly higher demand from game studios. In this blog post I explain why I encourage every Game Designer, including those seeking their first Game Design role, to develop their technical skills.
Categories: Game Theory & Design

Come On and Slam, and Welcome to the Jam! - by Josh Schonstal

8 May 2018 - 6:44am
Game jams are game development distilled into its purest form and are a wonderful thing.
Categories: Game Theory & Design

The first year as an Indie - Missing Fish Games - by Arturo Salazar Lois

8 May 2018 - 6:43am
This post provides a brief history of the indie group Missing Fish Games. It's purpose is to highlight the journey of four recent graduates who banded together to continue working while breaking into the industry.
Categories: Game Theory & Design

An Analysis of Building in Fortnite - by Samuel Van Cise

8 May 2018 - 6:42am
In the wake of the meteoric rise of Fortnite, many people ask how it compares to PUBG, the extremely popular predecessor in the battle royale genre. I will attempt to analyze how the building mechanics play a role in Fortnite.
Categories: Game Theory & Design

Shadow of the Tomb Raider and the risk of making an introspective AAA game - by Bryant Francis

8 May 2018 - 1:41am
Shadow of the Tomb Raider wants to help players dive into Lara Croft's character, but its developers say it's not commentary. How do developers sell emotionally risky games to the world?
Categories: Game Theory & Design

Recalling the Leviathan Axe - by Vince Napoli

8 May 2018 - 12:58am
An in-depth look at how the Axe Recall mechanic was built in God of War.
Categories: Game Theory & Design

My Library of Free GameDev Resources, Tutorials, and More - by Trent Polack

7 May 2018 - 9:13am
Details on the GitHub repository where I keep a variety of free game development resources: assets, UE4 content, git and OS scripts, experiments, UE4 C++ code, sample World Machine files/output, etc. So: here's all that and why/what it is.
Categories: Game Theory & Design

Why is Harry Potter: Hogwarts Mystery so successful - by Vadim Bulatov

7 May 2018 - 8:08am
The secret of Harry Potter: Hogwarts Mystery success
Categories: Game Theory & Design

Static Analysis in Video Game Development: Top 10 Software Bugs - by Irina Zamogilnaya

7 May 2018 - 7:37am
Although video-game development includes a lot of steps, coding remains one of the basic ones. In this article we gathered top-10 bugs from the video gaming industry, which were detected using a static analyzer.
Categories: Game Theory & Design

China could beat America in AR/VR/XR long-term - by Tim Merel

7 May 2018 - 7:36am
America delivered more AR/VR/XR revenue than China last year, but Chinese growth in the next five years could see it dominate AR/VR long-term — and not by a small margin. China could take more than $1 of every $5 spent on AR/VR/XR globally by 2022.
Categories: Game Theory & Design

Creating Winning Video Game Theme Songs – Part 2 - by Matthew Myers

7 May 2018 - 7:36am
A second article in my series about vocal theme songs in video games. In this post I showcase a recent project and feature work-in-progress audio examples to illustrate points about approaching the project.
Categories: Game Theory & Design

Four ways to handle UI text in Unity - by Dylan Wolf

7 May 2018 - 7:35am
Unity gives you a lot of control over what your game's UI text looks like, but not all the built-in options are interchangeable. Here's a comparison of the (very) basics of the choices.
Categories: Game Theory & Design

The case for supporting better keyboard navigation in Unity - by Ashkan Saeedi Mazdeh

7 May 2018 - 7:35am
In this post I'm trying to provide convincing reasons for better keyboard navigation in Unity
Categories: Game Theory & Design

Simple A* pathfinding alternative with interesting side-effects - by Milan Babuskov

7 May 2018 - 1:20am
A* pathfinding is computationally expensive. In this article I'm talking about my experience with one of the alternatives: Obstacle avoidance and steering behaviors. I provide bunch of examples regarding simple pathfinding, group behavior, etc.
Categories: Game Theory & Design

Level Up Engagement and Put the 'Social' in Multiplayer Games - by Joe Hanson

7 May 2018 - 1:20am
Interactive, immersive social features are a key component of any successful multiplayer game. Here's the most important ones to include in your game.
Categories: Game Theory & Design

Video Game Deep Cuts: Flash The Artifact, Get The Saga - by Simon Carless

6 May 2018 - 7:48am
This week's highlights include an attempt to archive key Flash games, a deeper look at Valve's upcoming Artifact, and a super-deep oral history of Panzer Dragoon Saga, among others.
Categories: Game Theory & Design

Working with Pixel Art Sprites in Unity: The Camera - by Alex Belzer

4 May 2018 - 5:42am
Part of an ongoing series in best practices for handling pixel art games in Unity. This time I share some hard-won wisdom (and code) for working with the camera component.
Categories: Game Theory & Design

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