Updated: 20 hours 28 min ago
Games that are already meant to be replayed can have trouble when it comes to adding new content, but today's post looks at how the rogue-like and strategy genre have found a way around it with Supplemental Content.
Well be breaking down the creation process to design our first Global Exclusive Character, Siegfried. Samuel, the Global Content Game Designer, will introduce the process on how we create the character for the global audience.
How video games can affect the way you look at the world around you and how to use that artistically.
An overview of how small things can improve player's experience in the game. Some examples from our own game development experience are given and compared.
Its incredibly easy to make a game that no one will beat - Its much harder to make a game that players will push themselves to overcome. A difficult game needs to teach players how to gain mastery over it, and show them the depth of what you've built.
Back in May, Valve changed its content policy to crack down on visual novels containing adult content. Just a few weeks later, Valve again changed its policy to allow anything that isn't "illegal" or "straight-up trolling." Let's talk about the law stuff:
After working six months on the remake of Diamond Dash with Unity I can say that I learned quite a bit from engineers at Wooga and through self reflection.
The main objective of this blog post is to give you an idea about how to use C# Events in Unity.
Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.
If you're a developer trying to find a publisher, a demo is one of the best tools in your arsenal to help make your pitch. Here's some tips, from a publisher, on what to do with your demo, and what to avoid.
Very often video games disable game players unintentionally by not considering accessibility options. This article explores this issue and suggests a more standardised approach to accessibility options in video games.
One of the ubiquitous design mechanisms of card games is the keyword. In this article, Nick Kinstler explains what a keyword is, what role they serve, and when you should use them.
To say that Halo success was merely a biproduct of the an under saturated market would be a titanic oversight on my part, as I know first hand how this game shaped an industry.
This post introduces mechanics as a unique attribute to the medium of games and how they can be designed to share the message of the game. In-depth topics will be looked at later as well as a dev blog for the creative project beginning in August.
Today's AAA online shooters are siloed into two genres: low-action, team-focused; high-action, player-focused. The market does not have a third genre of high-action, team-focused. Gamers and publishers would both benefit from this new type of shooter.
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
Ph.D. computer scientist and R&D software engineer Enrique Sánchez Acosta talks about the challenge of creating Chessaria's mission-based Chess engine.
Today's post returns to the concept of grinding in video games, and how it is often used to pad out a game and can hurt it in the long run.
Frisco Fields was the most diverse district in Mafia 3, featuring high-society and walled off communities, while at the same time oppressed families and backwoods racism. Enjoy this world building tour.
This blog post describes how predatory practices in the video games industry are holding us back as a society.