Updated: 15 hours 6 min ago
The path to becoming a video game writer is tough -- and different for everyone. But in case it helps, here's how I got started. My video game career began after a hilariously bad birthday.
This week's highlights include a look at Flappy Bird's effect on the indie game scene, The Division 2's politics (or lack there-of), info on Harry Potter: Wizards Unite & Days Gone, & more.
The design known as "Kaizo" has existed on the internet for years, and we're going to take a look at how modders are making some of the hardest games imaginable.
Phigames are attempting to turn Metroidvania style gameplay on its head with their recently announced game Recompile. The game is planning to deliver multiple critical paths and dynamic narrative systems, elements not typically seen in this genre.
An exploration of a new design pattern in games, removing abstraction to encourage better player behavior.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay.
I organized a launch party for my small indie/student game. We had a total of 70 people show up and had a really cool raffle. This is my "postmortem" of my experience.
On Monday, March 4 2019, the United States Supreme Court resolved a long-standing circuit split regarding when a party can sue for copyright infringement.
Now that we have a macro view of the gaming industry and insights on how game developers are evolving, I want to focus on the rest of the gaming ecosystem. This is a whole new industry that is driven by esports.
What makes a good RPG? It's a simple question, but not one with a straightforward answer. Having designed several roleplaying games, I tackle the issue by diving the design into four distinct axes.
Here's a discussion about the awkward appropriation that comes with being a (relatively) abled accessibility advocate reviewing games for their accessibility.
One year after its PC release, Ghost of a Tale is scurrying to PS4 and Xbox One.
From early drafts to last-minute font issues, through developing custom tools, Lionel Gallat and Paul Gardner tell you everything about their localization process.
Incentives are one of the driving forces that shape human behavior in all areas. Whether it be business, government, or game design, learning to use incentives properly can be vitally important, and using them wrong can have disastrous consequences.
As a follow-up to project specific financing options, we now turn to the wonderful world of company-based equity funding, where investors are betting on your ability to grow the value of your studio long-term.
As we continue into 2019, the global gaming market continues to rapidly grow and evolve in ways that demand our attention. Letâs review some of the findings in the most recent global game industry report.
For game players and game makers, what should people understand of the sometimes overlapping and sometimes contradictory terms of 'humanity' and 'human resources?'
Our games are evolving and players are finding new ways to play. Emergent gameplay is wonderful, but sometimes it mucks up what we're trying to do as designers. So, how do we build games that foster emergence?
Game composer Winifred Phillips shares preparatory research from two of her upcoming lectures: her GDC 2019 talk entitled "How Music Enables Virtual Presence" and her Library of Congress lecture, "The Interface Between Music Composition and Game Design."
For several years, every game developer and their grandmother believed that tablets were the future of portable gaming. But tablets had a fundamental gaming flaw: theyâre portable devices that require a bag to carry them.
Enter the modern smartphone