Updated: 23 hours 5 min ago
Introduce my indie game studio, HexGameStudio.
For 25 years, we have sold ultra-low-budget retro indie RPGs. Our graphics are lousy, and they will stay lousy. In this indie biz deep dive, we share a bunch of budget and sales numbers to show how accepting our limitations helps our business succeed.
Kickstarter plans and strategies we made for our game in 2019
If you have ever engaged in programming, then you know about bugs. If bugs didn't bother us, the development process would be faster and more enjoyable. Fortunately, there are many tools and strategies for eliminating bugs - even for retro programmers.
You are leading a team of programmers and supporting artists to port a good-looking PS4 VR game to Oculus Quest. You have 1 month to halve your memory budget and 6 months to complete it. What's your first move? Let's bring Unity Addressables to the table.
In catering to the needs of those who donât have the budget or hardware capacity to play the non-lite versions of PUBG, Tencent and PUBG Corp. are laying the foundations for a strong audience rapport moving forward.
Autobattler games may well end up being the year's defining industry trend, but while games like Dota 2 are hugely popular, what engagement and retention lessons can developers learn from F2P games to ensure their Autobattlers achieve world domination?
How to design and animate a Graphic Adventure Game main character in less than a day.
Despite doing what every article, video, handbook of what to do for indie marketing, being a solo dev has its limits.
When looking at revenues, Japan is the 3rd largest games market in the world. Prepare your game from the start for the Japanese game market - then the game or app localization process will be smoother.
Are video games too difficult? Should Dark Souls have an easy mode?
There is no real answer to these questions, but if a team decide to implement an Auto-Mode it should avoid the most common mistakes
Google has been trying to explain what Stadia is and who is it for, but so far, the messaging has been extremely confusing and misguided. Just two months away from launch, and most people still don't really "understand" what Stadia is...
Ever wondered how to check collisions on specific frames of an animation in Unity? Here's the answer!
After releasing Critter Clash I speak about my experiences being small and scaling with UA. I talk about what impact subscription services like Apple Arcade might have on developers and design, and discuss the current state of game discoverability.
This week's roundup includes a look at a whole heap of new games, including Control, Knights On Bikes, Ancestors, and Astral Chain, as well as a retrospective interview with Seaman designer Yoot Saito.
A UX analysis of the Overwatch Role Queue beta considering the psychology of design and usability principles.
In this article, game writer Sande Chen gives a preview of the upcoming choice-based story app from Decision Fiction.
In this post Mark shares how to cultivate a more effective and positive work environment by adjusting the way creative feedback is delivered.
The following blog comes fromÂ Greg LobanovÂ and is an exploration into how the interesting painting mechanic works in his latest game: Chicory: A Colorful Tale. If you found this interesting or want to share how your own game works. Please reach out to u
So, video game pricing. You'd think this was a simple subject, but I'm convinced that at least 50% of all people launching games in 2019 get it wrong. And the core of the reason is this - you're undervaluing your game.