Updated: 13 hours 22 min ago
It comes as no surprise that the recent insights into the misuse of user data makes us all a little worried about what information we give and what we post. However, what happens when developers need to use social media as a direct line to their audience?
Because our games don't always get the in-depth testing we require, menus and settings often don't get a proper review. This handy checklist should help you ensure that your menu covers all the basics.
Liveplay RPGs and competitive eSports have always been on two opposite ends of the spectrum, but online streaming has tied them together in a fundamental way. Some are deciding to explore that connection further via competitive D&D.
Adaptive music has come a long way in the past several years with custom middleware solutions like Elias. This article provides a step by step guide to re-creating an adaptive music project in Elias Studio.
Writing and Narrative Design are about more than telling stories, they're a question of what should be lost in compression that is creating a video game. It's not an easy choice, that's why we explore it on the latest episode of The Writing Game.
Wondering what the difference is between Swift and Objective-C? Which language better suits your project? Check out the detailed Swift vs Objective-C comparison further to make the best choice.
One year ago I failed to ship 700 units to stay in business. Now I'm working on my next game after releasing a major update to the original one. A failure post-mortem one year after. Sales, lucky strikes, community support and a heartfelt thank you update
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
It can be difficult to invigorate a local community of game developers, but the benefits to a dynamic and tight-knit community are too numerous to pass on. Le Flambeau is a low effort solution that helped bring together game developers in our city.
A detailed look at the game mechanics underlying Space Frontier 2
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.
Retrospectives are a powerful tool for Producers, but they're often underused. In this blog I outline how I run retrospectives and why I believe they're powerful.
A usability playtest can be a powerful tool thatâ leveraged to gain a lens on how players actually experience your game. This article includes various tips to help ensure your own usability playest generates high quality, actionable data.
Here's the full 5000+ world Q&A with Shadow of the Tomb Raider audio director Rob Bridgett and composer Brian D'Oliveira, digging into the tools and techniques the pair used to create a soundscape fuelled by fear.
A dev diary for Cinderella VR, just released today. Choosing a concept, planning, learning VR & Unity, making minigames, 2D art and animation, voices, budgets, shipping, etc. Lessons learned from making an indie VR game. Sketches & screenshots too.
The rationale and design goals behind the data model we use in The Machinery.
I intend for 2019 to be a year of depth - a chance to play all those games I have bought and never even looked at. No new hobbies. No new unnecessary purchases. Just me and my Steam library in mortal combat.
If you play video games, odds are that you have slogged through countless boring tutorials. What if I told you there was a better way to teach your players than to front-load them with too much info? This article looks at how to teach through design.
Worldbuilding may not sound that important to videogames, but we're going to look at how three games have engaged their fans and helped to elevate their franchises.
What makes Breath of the Wild uniquely Japanese? This article examines how cultural concepts can be used to guide game design.