Updated: 6 hours 24 min ago
What happens when you dream of riding the Train Jam, making games from Chicago to San Francisco, but you can't make it to America?
Developers in Argentina held their own marathon. This is what happened in the first ever Argentina Train Jam.
Every day, more people get exposed to cryptocurrencies, and its on us as designers to make sure they can interact with the technology. As our audience grows from technical to more casual, how do we design a user experience that doesnt alienate them?
Working within the team that developing a game, not from an office, but from all over the globe, has its learning opportunities and advantages. Here is the story about the journey so far in creating Black Matters upcoming title Hell Let Loose.
A brief guide on material usage in Unreal Engine 4 along with best practices and links to our open-source assets.
Developers have always had problems when it came to marketing their products, and some even through the development phase of their projects.
I define life-like games as those games that are about life and defend the idea of them.
Third and final Blood Runs Cold tech postmortem series. Source code included this time!
This time, I talk about the lightweight messaging system we developed that helped us keep decoupling and still iterate quickly.
As our digital lives expand, the distinction between creator and consumer of our digital worlds must merge.
This post introduces a series on analyzing war strategy games using military theory, philosophy, and real world examples.
Hyper-casual games have seen wild success in the West, but now the Chinese market is presenting a new opportunity for developers.
Exploded views are a bit of a niche, but that doesn't mean they're not interesting. Here we take a delve into making a fully procedural tool within Unreal Engine 4 for exploded views.
An look on Zelda: Breath of the Wilds' UI/UX. Trying to put some light on this subject, too often left into the dark.
This week's Video Game Deep Cuts includes what editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
In this next diary, we explore a little more in depth on how our language alchemists localize the game, the challenges and idiosyncrasies of translating Japanese-centric game into 4 culturally-unique languages.
I get lot of pitches for "Steam competitors". 99% are doomed to failure, the majority before they even start.
GTA scenario is incredibly good, right? But most of the time, when it's done, the game becomes boring. Why?
The GTA scripts lead us to the very fun gameplay we know, but some characters seem to work better without a narrative-oriented scenes.
In Academia there hasn't been a push to create the next generation of talented QA'ers in the same way as we see dedicated Design, Art, Programming, Audio and Production courses. This post explores and invites comment on what such a course may look like.
From concept to realization, here's the booth art we produced for our upcoming indie game Lake Ridden, which was displayed at EGX in Birmingham, in front of 80 000 visitors.
Historian Bob Whitaker discusses the media coverage surrounding Call of Duty WWII, and considers problems related to public memory of famous historical events.
What goes into a match-3 game that takes 4 years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.