Updated: 14 hours 32 min ago
I should have been able to move at least 700 copies of a niche game at a low price and stay in business. I did not - this is a warning to other developers out there who work full time on their games!
This is my tale.
These are the five most in-demand programming languages in the United States, based on how many jobs have been posted to major job sites in 2017.
For some, Random Number Generators (RNGs) can feel like arcane complex systems. This article briefly explores a few possible ways of setting up an RNG system to help aid the budding developer or designer.
Last week, I had a chance to talk to Game Economist Ramin Shokrizade on the subject of monetization in the Game Industry, and this is the recorded discussion.
I've spoken about tutorial design countless times, but it's time to get something straight, no matter what kind of game you're making, here are four reasons why you need a tutorial.
What went wrong with Star Wars - Battlefront 2? Do we need the premium + IAP business model anyway ? How could we properly implement it model in triple-A titles?
This installment of the best longform articles & podcasts of the week includes a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a new AIAS podcast talking to Brendan 'PlayerUnknown' Greene.
In this article, I settle all debates regarding game reviews: How good should a reviewer be at a game? What topics are a reviewer allowed to bring up when doing a review? Are review scores and review aggregators good? Does anyone still care about them?
There is little doubt that eSports will become an important entertainment activity and will generate mass interest from the public as football or car racing do today. However, which games will be the winners? Which ones will rally large crowd around them?
Our tactical RPG The Iron Oath was successfully Kickstarted in September 2017. I'd like to share the process we went through that helped us achieve over 200% funding!
On the 10th of October I I started the Nowhere Prophet First Access on itch.io (http://itch.nowhereprophet.com). That was just over five weeks ago so I guess it's time for a look at how that went and how I feel about it.
The purpose of this article is to provide a lens for understanding and evaluating monetization strategies in games.
Welcome to Day 38! Today, were going to talk about the limitations of mobile VR and make some changes in our game to fix things. Weve already started to fix some things, specifically adding event triggers to our enemies, but theres still many to solve
Game development for an iPhone has never been so much easy as it is now. All you need to get started is going to the Apples App Store, and you get all the resources readily available.
How to efficiently populate massive game worlds? Certainly, we dont want to place every tree manually. After all, game development is about making smart trade-offs.
Here we present technical details behind rendering of Mud and Water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive on Xbox One, PlayStation 4 and PC (Steam).
Current difficulty systems often focus on fixed metric manipulation to appease players when it comes to difficulty, but through the use of a different cognitive neuropsychology lens, can a more 'organic' method to game design and difficulty be produced?
There is a lot of fuss about mid-core games and debates if the term itself should exist in the first place. If youve ever wondered what its all about, please seat comfortably, enjoy a nice hot mug of tea and spare a couple of minutes reading our post.
These issues appeared when I started my own company, often through no fault of my own, and other developers need to be on the lookout.
Welcome to Day 37! Today, things are finally going to get serious in working with VR! Currently, there are a lot of problems with the app from when we launch it. Some are true limitations and others are bugs. Let's fix them!