Updated: 21 hours 14 min ago
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.
Why is Game project management important?
Anne Gibeault gives her own personal Post Mortem of making the sci-fi adventure game Destination Primus Vita. From the birth of a new IP to the release of the first game.
You'll find answers to questions such as: How chess is in trouble? How Super X Chess improves chess? Why life is like a game of chess?
A three-part deep-dive into Weather Factory's merchandise experience: how we set up the shop, what the numbers were in Month 1, and some pitfalls to watch out for when doing it yourself.
Board games have a powerful role they can play in alleviating social isolation. They're social experiences that are non-stigmatic, and in this post I discuss how that can be a valuable and powerful combination that could very well save lives.
Some tools and tricks to deliver and sneak information in your story. Smart exposition if you will. It's a wall of text about exposition.
This article details steps you can take to grow your game's community
For decades, harmful or false ideas surrounding gender and video games have made it difficult for women to break into this industry. Riot games is one recent example, but this problem goes beyond them. This article looks at why, and how we can help.
Points and scoring in games can and should be more than just adding up numbers. Here is a breakdown of how points are scored in the upcoming newspaper sim, Above the Fold.
21.11.2018 marked the 20th anniversary of The Legend of Zelda: Ocarina of Time. So, I've decided to celebrate this special anniversary by writing a retrospective for the game that made such a monumental impact on the video game industry and on my life.
The trend is to offer end-users more choice and transparency into how their data is used. Practically speaking, that means more consent boxes will be delivered at the outset of a game. What that looks like will vary based on your data practices.
Weâre continuing our series of collaborative articles with Jason Canam of Household Games, the studio and developer behind Way of the Passive Fist to talk about making a game you love, and making it so that as many people as possible can play them.
A level based game with no level selection? Not even a total level count? Why Ketchapp made this design decision and more.
Realism is a popular marketing point for many videogames, but today's post looks at how it can get in the way of playability.
A collection of tips, tricks and guidelines for exhibiting your work at an event, showcasing it at a social gathering or just putting it in front of players in general.
Historian Bob Whitaker explores the depiction of crime and the Pinkerton Detective Agency in Red Dead Redemption 2. Topics include "testing," train robbery, and informants.
In this post I would like to talk a bit about very important problem affecting developers of online video games and app developers. It is about scaling of growing projects.
In our first development blog, we look back on how our serious game about Nazi regime in Czechoslovakia became the first officially released PC game with Third Reich symbolism in Germany after this year's policy change.