Updated: 22 hours 45 min ago
GPC published the latest China Gaming Industry Report releases statistics in China game market from Jan to Jun 2017 and conveys a lot of valuable information. I am sharing some data here and provide some advice regarding the moves to take in China market.
Why would it bother anyone that a game is too hard for them to play? The notion that it's "wrong" to make a game "too challenging" is another instance of Rampant Egalitarianism, trying to make everyone conform to the lowest common denominator.
PLAY(IN)SHANGHAI is a brief documentary based on an interview I Had with former Kotaku journalist Eric Jou. We discuss about the state of the chinese videogames market and how actually intersting and different it is.
In this post, I share most important things I learned scripting systems and content in a mobile farming game with strong narrative.
The Souls series is one of the most punishing games to date. It's unforgiving, punishing, and brutal. But why do we keep coming back even after dying countless times? Join me in this in-depth game design analysis to find out.
In this article I will review how to architect a system that reads data from input devices. This doesn't sound complicated: read data from mouse, keyboard, and joystick and call them in a correct place. What's wrong with this approach?
​As a result of the increasing external pressure for reform and regulation on the games industry, a group of industry leaders and experts has agreed to come together in a more permanent way, forming the National Committee for Games Policy (NCGP).
Hyper-casual gaming and monetisation
The latest Video Game Deep Cuts includes a look at HAL Laboratory's last self-published title, a poke at a famous game artwork's use of Mario's clouds, and how SOMA's patch allows you to play sans monsters.
This is the tale of Solid9 Studio and their game, Exorder. They set off on a journey and survived many adventures, including an encounter with a stranger bearing a poisoned apple.
The gaming trend that cannot be ignored is the global success of Battle Royale games. Not to be left behind, Tencent and NetEase recently unveiled plans to compete in this segment.
I spent that last two months teaching a bot to create illustrations for Magic: The Gathering cards designed by another bot. How I built Urza's Dream Engine to generate art for RoboRosewater cards and the tournament that humans played with automated cards.
These are the games that changed things for me, the games that made me what I am.
In this article I want to talk about the Entity-Component-System (ECS). It is a design pattern mostly encountered in video games which allows you great flexibility in designing your overall software architecture.
This is the second part of my series "The Entity-Component-System". This time I am going to show how to use the ECS implementation from my first post and build a game with it.
How I created a board game on the theme of platform cooperativism and its difficulties, as outlined by Trebor Scholz (so an "edu" board game).
When making a game you need to keep track of what resources you are burning. It's far more than just time and money. This is Midnight Hub's last post in a series about how to reduce stress when working with games!
With the eSport industry showing a continued growth, technology becoming more advanced and the possibility of eSports making it as an Olympic event, Ive taken a closer look at what eSport games we can expect in the future.
Being a hobbyist developer if really fun. But it's also demanding - it requires that you be able to take responsibility for every single aspect of development. This article talks about some fundamental mistakes every developer should be aware of and avoid
As a studio of two we have spent evenings and weekends for years working on a game. With day-jobs, we have struggled to maintain momentum on our personal project. In this article, we'll talk about the lessons we've learnt trying to get our game finished.