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GPU Performance for Game Artists - by Keith O'Conor

4 July 2017 - 11:09pm
A little knowledge of what goes on under the hood can make a big impact on a game's framerate. If you're an artist and want to understand the GPU and why things like draw calls, LODs, and mipmaps are important for performance, this one's for you!
Categories: Game Theory & Design

The Basics of Localization, Part 4 - by Michelle Deco

3 July 2017 - 6:16am
In Part 4 of this series, we'll look at the decisions that go behind localizing a video game in a particular market, using well-known examples in the gaming industry.
Categories: Game Theory & Design

Indie Post-mortem - Captain Kaon (Part Two) - by James Buckle

3 July 2017 - 6:16am
Making a game is more than just writing code and doing a bit of art. Come this way and I'll pass on the lessons I learnt managing and promoting Captain Kaon.
Categories: Game Theory & Design

Embracing F.E.A.R.: A Video Retrospective On Monolith Productions’ Magnum Opus - by Michel Sabbagh

3 July 2017 - 6:16am
A video retrospective analyzing the gameplay and presentational merits of Monolith Productions' F.E.A.R.. I helped write and edit the script for the production.
Categories: Game Theory & Design

The Ronimo coding methodology - by Joost van Dongen

3 July 2017 - 6:03am
Building large codebases requires a structured way of working. This post discusses the coding methodology used at Awesomenauts devs Ronimo. It shows the methodology document we use internally and explains the reasoning behind some of the rules in it.
Categories: Game Theory & Design

VR, motion controllers and the emersion valley - by Diego Floor

3 July 2017 - 6:03am
If people expect VR to increase immersion, we better ditch the motion controllers.
Categories: Game Theory & Design

Is the Banner Saga's Story Hindered By the Combat? - by Robert Longest

3 July 2017 - 6:01am
I discuss whether the slow pacing of the Banner Saga's gameplay hinders the excellent writing and story of this game. The narrative was gorgeously crafted but I felt like the combat was missing something special.
Categories: Game Theory & Design

The Complexity Fallacy - by Thomas Grip

3 July 2017 - 6:00am
It's easy to think that the player sees all of the complexity you put into a game, but nothing could be further from the truth. A game's complexity is basically meaningless when it comes to the end experience. What the player perceives is all that matters
Categories: Game Theory & Design

How Much Do Game Developers Make? - by Michael Smith

3 July 2017 - 6:00am
Just how much do game developers make? Can they make more as a freelancer or a salaried worker?
Categories: Game Theory & Design

The Red Front - Reinforcements - by Tim Baker

3 July 2017 - 5:59am
Reinforcements have arrived. No longer will you have to fight alone on The Red Front. Soviet Comrades have joined the battle to push the Nazi’s back and win
Categories: Game Theory & Design

Meeple Like Us, June 2017 - by Michael Heron

3 July 2017 - 5:58am
Here's what's been happening in the world of Meeple Like Us in June of 2017.
Categories: Game Theory & Design

KPIs – The Indicators of Importance - by Antti Kananen

3 July 2017 - 5:58am
Key Performance Indicators ("KPIs") are used as a measurement of how a game is doing in a specific category, market, etc.. There are many KPIs, which you should get to know for measuring your success.
Categories: Game Theory & Design

How To Become A Game Translator - by Damien Yoccoz

3 July 2017 - 5:57am
Several gamers willing to turn their passion into a living have reached out to us asking for tips on how to become a game translator. In this article, we will detail the skills and tools you need to get into this peculiar job that is game localization.
Categories: Game Theory & Design

Spilt Milk on: the secrets of SpatialOS audio design - by Andrew Smith

3 July 2017 - 5:55am
We're currently working with Improbable’s SpatialOS to create Lazarus, a top-down massively-multiplayer shooter set in a massive universe. In this dev diary, we talk to Andy Grier and Tom Johnson who are creating the audio for its persistent universe.
Categories: Game Theory & Design

The Nintendo Switch and the Long Game - by Russ Carroll

3 July 2017 - 5:48am
What has Nintendo learned from their 3DS game library about the Switch? Do they recognize the value of Switch as a mobile device, or are they thinking of it as a home console?
Categories: Game Theory & Design

Video Game Deep Cuts: Billy Mitchell's Cuphead Thumper - by Simon Carless

2 July 2017 - 5:21am
This week's longform article/video highlights include the complex history of Cuphead, Billy Mitchell ten years on from King Of Kong, and behind the scenes on the making of Thumper.
Categories: Game Theory & Design

Develop the Real Power of IP from the IP Mania - by Mantin Lu

1 July 2017 - 11:00pm
IP can help game development in many different ways. Also the arising of IP can help the industry go towards a healthier direction. IP is such a big topic for the game industry, and here I am talking about how to maximize the value of IP in this article.
Categories: Game Theory & Design

Move over Minecraft: Monetising new wave of user generated content! - by Om Tandon

1 July 2017 - 10:59pm
2017, What does the future and success of UGC games looks like? A deep look at UX of 4 games that leverage the power of user generated content, empowering users to create content for monetisation, disrupting the way millennials consume stories and fiction
Categories: Game Theory & Design

The Future of eSports Part III: New Technology - by Andrew Heikkila

1 July 2017 - 10:59pm
In part 3, we’ll focus on how emerging tech and trends may shape the eSports in the future, and how these innovations might help steer the industry toward mainstream adoption.
Categories: Game Theory & Design

The Most Unique Games you Need to Play - by Michael Smith

1 July 2017 - 10:59pm
This indie games are some of the most unique that you can play right now, including sports games, puzzle games and so much more.
Categories: Game Theory & Design

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