Updated: 23 hours 33 min ago
Strong designs include strong limits. 30 minute talk explaining how uncomfortable limits from the 80's can have a focusing effect on your game's design, look, gameplay, and marketability without sacrificing modern gamefeel.
Many people think the only way to work in the game industry is to be a programmer, artist, composer or game designer. Luckily, you can still work in the industry outside of these fields!
Gaming industry is a world where we-game developers, a team of talented graphic designers, artists, programmers, and skilled artisans pours our talents.
People generally hate to fail. In videogames, however, failure is expected and even celebrated. What can we learn from games if we want to foster this kind of perseverance in other contexts?
The game development industry in this country is currently a mixed bag, and I do think we are doing pretty bad, from the limited number of games to the extremely long development times. However, there's chance things will improve in the near future.
In the current state of our game, we can defeat the enemy, however we can never lose. Today were going to create a health system to fix this problem.
How I built an unrelated business, left my dreams behind and then eventually found my calling as a game developer.
I thought everything would be great and I was prepared...not even close.
In this post I'll go over some tips and observations I found from showing my first commercial game Gravestuck for the first time at the Boston Festival of Indie Games.
This post covers what I learned after demoing a game that did not offer conventional keyboard controls. 40% of my players never made it past the main menu because the controls were not standard.
Each week, Josh of Game-Wisdom examines one game for his Dissecting Design series. This week, we're talking Cuphead.
Groundbreaking games of recent years have taken the rogue-like genre and evolved them into something new. Heat Signature is another great game to add to that list, with its amazing Galactic Zoom mechanic.
2 days ago, on Day 16, we created a reload system and just yesterday we started shooting lasers at enemies, today, we're going to continue and create a reload system and some UI to display our reload.
Developing Bazoo was quite an adventure. I've been a developer on the project since more than three years now and I'll tell you everything we did, everything we tried and every stuff we trashed, from the early drafts to the final product.
The MMORPG industry hasn't been static. It's has gone through some rather painful changes since its inception. Learn what caused the scales to tip.
For developers unfamiliar with UX or wanting an easy overview: What is Games UX? What does it do for you and your team? How can I know if my game needs UX attention? What is the difference between UX and UI?
Here are three questions I'm frequently asked about getting into indie game development and the tough answers not everybody wants to hear.
Historian John Harney and Professor Michael Dylan Foster of University of California, Davis discuss Japanese folklore and yokai in Team Ninjas Nioh.
A public service announcement on how to keep your gameplay data alive after Raptr's demise.
Whoa, please, put you pitchforks down! Just hear me out first. I'm also an indie developer and I have these dream games I'd like to work on. But when choosing something to invest time and money into, I try to be a bit more realistic. So let me tell you...