Updated: 21 hours 12 min ago
Warriorâs Journey (I wonder if that name will stick indefinitely now...) is coming along. Â Today I want to continue to talk about the next step in exploring our art style as we continued to dabble with lines and the crosshatching effect I showed in the
After experiencing a brief demo ofÂ Xenosis: Alien InfectionÂ at EGX Rezzed, I had the opportunity to interview James Stone, the lead game designer onÂ Xenosis: Alien Infection. The interview includes discussions on game development and crowdsourcing.
Customer Support, Quality Assurance and Community can work together with the right tools to provide a customer-centric approach to live support. Yes, it works for GaaS and unique titles supporting ongoing DLCs. This model can work without a PTR.
New technology has allowed for unprecedented levels of realism in modern games. While this has undoubtedly led to some incredible games, it can also be detrimental. This article looks at when to use realism to help your game, and when it can hurt.
This week Iâd like to dive into the core of Ecoâs design a bit, and talk about the principles that guide the design and development of the game. These are things that go way back to the beginning ideas of what Eco would be.
Your effort and ethics should be something you believe in, not an external force that moves you, but an internal rule by which you measure all that you create.
PC gaming is an ocean of gaming experience and surpasses all other platforms as you can easily upgrade your system. However, with the increase in online gaming, it is extremely important to take care of your cybersecurity.
In this interview, Room 8 Studio Art Director Evgeniy Goncharov talks about judging the recent Indie Cup contest, comments on the three games he liked most and elaborates on how judging helps to deliver out-of-the-ordinary art to studioâs clients.
Iâm the creator of Plague Inc. (and Rebel Inc.) Here is some data from the first few years of selling Plague Inc: The Board Game, the physical adaptation of the digital game, in case it helps future designers inform their decisions.
An article about how games should approach the player's choices and how they should deliver a moral message.
5 tips to market an educational game with low budgets
This week's roundup includes a look at Days Gone from multiple perspectives, a unique story of an Atari arcade game 'leaked' in an odd way, Fortnite's unpalatable developer crunch, parallax in games, Mortal Kombat 11's grindy glories, & lots more.
Automating predictive modeling across dozens ofÂ Zynga games with PySpark.
The recent expose of Bioware framed this piece I wrote about why the core gameplay loop of your title can make or break its development
In Part 2 the variety of Game Event types are discussed, including what's unique, repeatible, and conditional. Supporting ideas like when they appear and what motiviation does it scratch are factored in.
I did a complete design dive into Sekiro Shadows Die Twice and upon finishing the game, I wanted to share my thoughts on the design.
You can't have fun without inaccessibility. It's an iron law of play. That has implications for game design and accessibility advocacy, and it's the subject of this post.
An in depth look at what makes the character controller tick in HAL Laboratory's BOXBOY! This was done by "Covering" the game - a terrific game development exercise for finding hidden design, honing you craft, and expanding your toolset.
A new coming multiplayer game which just released but can push itself to top 3 most-played multiplayer games, Apex legends.
Today we are going to analyze how Apex Legends become one of the most skyrocket games in a short time.
Knowing what career in life to follow is not easy for some. I found out a little later in life where I needed to be, how games shaped my early years and how game development is now calling me back.