Updated: 15 hours 11 min ago
Have ever worked with PlayMaker plugin on Unity? If the answer is yes, then you probably already have had problems with Animator actions and the time for an animation to finish. Here is one way how a humble intern managed to solve this problem.
Want to localize your next game but not sure how, or don't think you should even bother? Pull up a chair and read these production tips.
This week's highlights include some early looks at From Software's anticipated Sekiro, the goofiness of GaaS bike sequel Trials Rising, and how Sim City inspired a lot of urban planners, among other varied and notable topics.
This article will solely focus on how game developers innovate by function, feature or use case. This category dominates the gaming industry. They make up almost 60% of the entire gaming ecosystems funding ($7.1B) and number of startups built (447).
"Open-world JRPG", "Indie" and "Early Access". Marrying those three terms might sounds impossible but by using the magic of [Public Roadmap], our daunting assignment seems more accessible.
Whichever multiplayer game you look for and no matter how good it is, you'll always find tons of complaints from users claiming the matchmaking for that particular game sucks. This post explores the psychological factors that cause this.
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.
We got to talk to Andrew Allanson, one of the developers behind YIIK: A Postmodern RPG, to discuss their most recent release and learn a little bit about their upcoming project, Starstruck.
This is the first article about OSIRIS game, which is producing by Azat Khafizov Design. Short description of the project and future plans are given.
The blog post explores how through a combination of research conducted on academic theory and recent industry case-studies, a refined framework has now emerged to facilitate further research into the âhappinessâ factor in Game Development.
Did Kenshi's localisation pay for itself? Was the investment worth it? In this blog post I explore how Kenshi's regional sales were affected (or not affected!) after translating the game into various languages.
Game theory covers a wide range of knowledge, but when it comes to the player-character relationship, tabletop roleplaying and LARP have a headstart video games can exploit to move further.
Is it still possible to break into the games industry as an unknown indie in 2019? James Patton shares the sales numbers for his indie success "Spinnortality", a cyberpunk management sim that launched a month ago.
Gameplay may come in all forms and genres, but today, we're going to talk about how we can break it down into two philosophies that govern the player's experience.
From âflashyâ beginnings to the development swamp and finally launching a console game, this is the story of how Move or Die was made.
Bethesda Softworks alumnus Michel Sabbagh explores the many ways in which artists can craft multidimensional female personages. From designing a unique backstory to embodying drama and a sense of humor, there are sundry paths toward female representation.
The next chapter in the story of how we at Megafauna created Thunderballs
At the end of 2017, our team started to work on Skylore. In this blog post we will show you the way we made sounds and compose music.
Loot boxes have been a hot-button issue over the past couple years. Players tend to hatethem, some lawmakers want to ban them, but although they have lost some popularity designers keep making them. With all this controversy, should they be made illegal?
This week's highlights include impressions of notable new titles Ape Out & the Toejam & Earl reboot, as well as the Lost Histories writing jam, the history of the 'game over' screen, the effects of Brexit on the UK game biz, and lots, lots more besides.