Updated: 12 hours 49 min ago
If you've played a board game, odds are that you've played Monopoly. And as you know, bargaining and trading properties is a huge part of the game. Today, we use economics and math to try and figure out how much money a Monopoly is actually worth!
We gathered in Microsoft Building #33, awaiting a day of panels, networking and game pitches. No press, no fans, no pressure to impress anyone. Just grab a hot coffee, learn a thing or two, and have a chat with fellow geeks.
Pigs in Clover, the 1889 analog, mobile puzzle game "featured" in HBO's Westworld kicked off a craze and a genre. Learn more about this style of game and their recreation on mobile platforms.
Today's post returns to the debate over games built on Skill or RNG and what they mean towards helping (or harming) the player's progression.
Tons of new games are released everyday on all major platforms. In 2018 and beyond, competition and over saturation is a reality.
With that being said, Ive put together 20 tips on how to better promote and sell your games.
Sunless Skies (the sequel to Sunless Sea) just released its newest region: Eleutheria. Take a look at some of the approaches and processes the art team employed in its creation.
Knights of the Old Republic 3 can save Star Wars games, here's how!
Comedy is often considered a genre, but comedy only implies that it'll make you laugh. Problem is, it doesn't guarantee that. Which is why comedy should never be considered your game's genre.
What is a game? It's a question that has been debated for centuries, and everybody has their own idea. Today, in response to a podcast by Mark Rosewater, I give my thoughts on the question.
The Witcher 3's Novigrad feels like a living, breathing city. Part of this has to do with its level design. This article shows how some of the principles of real-world urban planning were applied to this virtual city.
So, is randomness a force of good or a force of evil? In this article, Nick Kinstler claims that it's neither...and both.
This week's highlights include a report on the latest Pokemon Go Fest, the return of Sean Murray & No Man's Sky, and lots more besides.
The first part of a two-part tutorial from Reallusion that demonstrates how to export scenes and characters from iClone then import into Unity. FBX export & drop-down menus tailored for various game engines including Unreal simplifies the process.
When I sit down to play video games, especially on the harder settings, I am pushing myself to do something Ive yet to do. I am disputing the truth that I am who I think I am, and in accomplishing my feats, I walk away with the knowledge that Im not.
In the years of old, PC was a go-to system if you were serious about video gaming. In the recent years, it's throne seems to be slipping away, as more and more platforms and gadgets fight for their piece of the pie.
In this post, I'd like to hypothesize that consistency, in terms of marketing, genre, and the game itself, is one of the best predictors for a game's success.
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.
Moving into the "Post Steam Greenlight" era where do solo indie developers go? Is this a dying breed destined to fade away into the ocean of games that Steam has become?
With a card game set featuring anywhere from 80 to 200+ cards, documentation and organization is incredibly important. In this article, Nick Kinstler explains what a card file is and provides an outline of the card game development process.
The Shop Simulator Genre has grown among Indie and Mobile developers over this decade, but many designers still fail to understand what makes the genre's mix of combat and shop management so endearing that we still remember Recettear.