Updated: 7 hours 50 min ago
2018 would have marked the 30th anniversary of the Advance Wars franchise, and the recent success of Wargroove made me nostalgic to talk about a great strategy series that you may have missed.
This post dives into the general development of game difficulty starting from the first display of a difficulty curve designed on accident to dynamic difficulty adjustment, mainly focusing on Japanese game design.
So, withÂ Game Developers Conference 2019Â rapidly approaching (itâs March 18th to 22nd, date fans!), I thought it would be good to highlight some of the interesting new conference content weâve rolled out this year.
2018 saw advances in the inclusion of people with disabilities on a scale never before seen.
Within this post I will discuss what I've found to be the best way we can use Discord to gather community feedback before translating that feedback into workable game designs, in addition to the positives and negatives of doing so.
This week on our blog, we talked to David Logan from Akupara Games. He discusses how their team gets creative when marketing the titles they work with and shares some tips for indies looking to partner with a publisher.
Applying game design tools to traditional media.
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.
A checklist and summary of how to prepare and market your game for an expo.
Many independent developers are working on mobile collectible card games. This article analyses gameplay and game universe choices. It evaluates their impact on the potential audience of an already crowded and fast maturing market.
Reflections of the design and development process of the game Let's Play: Ancient Greek Punishment: UI Edition, focusing on the concept of "usability", and complete with references to the game's code repository and design journal.
The power of word of mouth in supporting a project is often seen as a polite runner-up to financial support. In this blog I open up some of our stats to show how powerful word of mouth is in a world where Facebook charges for access to your own fans.
For Rempton Games' first video article we dive into the world of Persona 5. In this video I will analyze the UI, music, writing, and budget management of this game, among other aspects.
The importance of knowing your sustainable cost-of-living and tracking your project time-costs during indie game development.
This week's highlights include a look at smash hit Taiwanese horror game Devotion, quirky AI art tutoring game Art Sqool, and the latest behind-the-scenes video on Supergiant's Early Access title Hades.
This article delves into the techniques used to simulate aerodynamics and extreme weather events in Just Cause 4
The future of mods in video games seems bright, as studios explore new ways to engage and grow their player base. With mods on consoles a rising possibility, I take a look at what that means and why it's important to consider.
A look at choosing the right digital storefront as a developer, publisher, and marketer.
A short discussion of what microtransactions eventually lead to with a focus on game design. As well as talking about what happens when one starts down the path of microtransactions even while well meaning.
What makes for a believable, truly human character? And why is realism increasingly important to the gaming community? Cubic Motion, home to the world's most powerful facial animation technology, reveals the pipeline behind AAA game characters.