Updated: 1 hour 15 min ago
A fascinating interview with ÃzgÃ¼r Ãzol, designer of "Legends of Istanbul: Tulip Warriors" (1994), one of the first games developed in Turkey.
This article discusses different strategies to update GPU resources in Diligent Engine (a modern cross-platform low-level graphic library) as well as important internal details and performance implications related to each method.
In Part 2 of this Postmortem of Brass Tactics, we explore the evolution of unit manipulation and learn some of the things that worked surprisingly well in VR.
Many strong developers building their first Web-based game quickly discover that constructing items is not an easy task. This post shows how to modify the game loop driven Entity-Component-System pattern for click-driven games.
A look at the launch and year long sales and details of Cook, Serve, Delicious! 2!!
The Magic circle is a magical world that players step into when entering the world of the game. However, it is also very misunderstood from a design perspective. This article looks at some misconceptions and new ways to design games with the magic circle.
Video game composer Winifred Phillips explores headphones designed for VR use, including promising new models, and previously-discussed products that failed to hit retail. Includes an examination of popular misperceptions concerning surround-sound in VR.
Writing and designing story scripts for video games can be hard, but having well-designed characters can make it a whole of a lot easier.
Let's explore the topic of political video games and how to overcome possible ethical issues.
We can now assume that the MOBA fad is officially over when it comes to mainstream gaming. That is not to say that MOBAs are not popular anymore. That would be a dumb thing to say considering the immense popularity of Dota 2, League of Legends and Heroes
What to expect from bundles, funds and crowdfunding in 2018. Is there anything left for a developer when all those sales are over and who can help?
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.
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
Lead Artist Åukasz SaÅata and Chief Game Designer Daniel Gizicki talk about the of My Brother Rabbit and share with fellow developers the process and challenges of creating a game that has no verbal communication.
This week's highlights include an article about Facebook Messenger's AR microgames, a detailed look at Valve's upcoming Artifact card game, & lots more besides.
How I used ScriptableObjects in Unity to build my flexible 2D Procedural Generation tool called Strata. Strata allows for the generation of varied 2D levels composed of a mix of hand-authored and generated content using Tilemaps.
Stories, drama, changeâââall are about conflict. Either causing it or remedying it. Here we'll explore the roots of conflict in order to improve your game's storytelling or maybe help resolve some issues within your team.
A look into the media coverage of the latest gamescom.
Artificial Intelligence has absorbed nearly all aspects of the modern life. Every day we benefit from its advantages in modern technology and various complex instruments.
After my first "real" experience using Unreal Engine 4 during the UE4 Spring Jam, I wrote this article as a collection of tips for beginners, in the form of a Game Jam postmortem. Beginners might find some helpful and non-generic tips here.