Updated: 3 hours 31 min ago
It's hard to create things when you're having to fit it in amongst all the other things you have to do in life. For a lot of us, creation is a hobby not a job even if we'd love it to be otherwise. Here are some of my tips for the hobbyists amongst us.
Sharing the experience of discovery as I get sprites rendering onscreen using Phaser on iOS.
Unblockable is a series of argumentative pieces that seek to challenge the ways we think about competitive games. In this piece, I take ideas about controller usage in fighting games and dissect them from the perspective of musical instrument design.
Welcome back to our series of Developer Diaries for The Alchemist Code - in this next installment, we pay homage to the inspirations behind the game.
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.
Take a dataset of over 250 games, their development costs, their year of release, what they sold for and big they were. What can we learn about the trends and what it means for the industry?
Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).
In this series, the team behind The Alchemist Code will share behind-the-scenes details on the making of The Alchemist Code!
Behavioral profiling is among the most useful of the tools in the arsenal of a game analyst. Profiling allows a way to manage complex user data and discover patterns in behavior. This post covers the basics and presents notes on popular types of profiles.
How does headphone tech impact virtual reality? Video game music composer Winifred Phillips provides updates on VR headphone prototypes and consumer products. The issue of consumer confusion regarding headphone surround sound in VR is also discussed.
Im the creator of Plague Inc. and this is part two of a blog series detailing the lessons I learned when creating Plague Inc: The Board Game. Here Ill focus on the manufacturing process - how I got the board game made and the company I worked with.
Threads, digging a little deeper...
AI has been hot lately, but what are the different types of AI. And how do they relate to games? Read on to find out.
A few thoughts on the way we use camera angles on video games, and what we can learn from other media that make a more sophisticated use of them.
It has been a little over two months since I released I Am Overburdened, my silly indie roguelike. Here's an in-depth analysis how the overall production and final numbers turned out.
Why you need to be protective of your game ideas as a developer
With the new Timeline feature and the help of the Cinemachine plugin creating target movies in Unity seems not only possible, but actually quite fun.
In this 2nd Blood Runs Cold tech postmortem post, I talk about the solutions we built for continuous server syncing of our game's player data and the data-driven balancing toolset that allowed us to juggle 400+ ScriptableObjects and have 0 merge conflicts
If you are an avid video game player, a game developer is probably your dream job. Whenever you choose the desired icon, put on your headphones, and click play, a journey into a new world begins. But doesnt it look awfully complicated?
In this blog post I examine the conversation systems in The Witcher 3 and Fallout 4, comparing them and analysing the design and cultural contexts of the systems, and their successes and failures.