Updated: 3 hours 19 min ago
article on a paper I am currently writing to find the best methods of human crowd simulation for video game environments.
How Casino Slot design best practices could lead to better Loot Box design.
If high quality matchmaking is important, waiting times to find suitable opponents are often unavoidable. This post discusses the problems we had in Awesomenauts with our initial approach to this and how we made waiting a bit less boring later on.
For Emery was launched about a week ago to no fanfare, and barely a reaction from myself, the sole developer of the interactive novel. What went wrong?
Ramin identifies the two core consumer needs in IM, and suggests that by meeting those needs directly we can improve product success and consumer health. He also shows us how.
Part two of a two part series.
The objective of this article is to discuss if modern games are underpriced or overpriced, and how publishers and developers
Students are given lots of advice on how to make themselves attractive to employers, but very little about what to watch out for when job hunting. Let me unload a decade of job hunting and working experience and give you some red flags to watch out for.
Persistent systems are a popular form of progression in rogue-like and match-based games, we're going to talk about the best and worst uses of them.
The localization of a console/PC games achievement and trophy assets can be extremely time-consuming and inefficient if not done properly. In this article, I will provide a few tips for both developers and translators to maximize efficiency.
After a little hiatus, I'm back with a video discussing which directions to follow to evaluate if your design is good.
In this article, game designer Sande Chen relates the lack of progress on diversity and job stability, as indicated by the IGDA 2017 Developer Satisfaction Survey.
Today I'm gonna show you how I use my voice in the sound design process.
Avoiding reliance on cooked/binary data for data-driven game elements and/or everyday workflow and using basic JSON files for data. And JSON is, of course, introduced by none other than Ethan Mars from Heavy Rain.
How we made a game with the purpose of teaching people about politics without being boring.
As a lecturer in game design I see and play a lot of student games. lot of these games seem to make the same recurring mistakes. This article hopes to help provide solutions on how to avoid these mistakes with your first game.
This two-part series explores the contemporary practices in mobile game development by interviewing nine Finnish mobile game studios.
With the upcoming launch of Burgal's Bounty, I wanted to write about the long history of the game and some of the challenges of the development process. Burgal's Bounty is coming to iOS and Android on February 15th, 2018.
Follow up to my previous post in which I covered the basics of getting an image loaded into Phaser, this time I add touch and sound.
PCG is a powerful technique that can help projects achieve great things. However, there are certain pitfalls that can end up costing you time instead. This article talks about some of those pitfalls and certain steps you can take to avoid them.
while only animators have to work with rigs not every rig is build for the best animator experience possible. In this article I will discuss my approach to rigging. With the goal in mind to create the best animator's exprience possible.