Reflections on re-imagining the distinctive soundtrack of a classic videogame
Interactive entertainment lawyer Jas Purewal explains the latest moves in the European Union to regulate free to play games and what it does and doesn't mean for Apple, Google and the games industry.
A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects.
Crowdfunding is a fantastic opportunity to introduce such a wide range of games to a wide range of gaming tastes. So is there a way that more confidence can be built into that relationship?
Some personal thoughts on good game ideas and things to avoid when choosing a new game project as an indie game developer.
What is the major difference between testing an application or a software system compared to testing a game?
Today's post examines the concept of forced failure or where a game is set up to make the player fail and why this form of design has some problems.
The Game Designer is the only person who is utterly and completely in charge of the game experience, so to make the impressions seamless and thorough they have to meet compromises and make sacrifices. Here are five basic working issues we experience.
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers.
This entry focuses on Beach music.
My love affair with community management began when I worked for an indie gaming studio. The studio had since closed and the games are no more, but the community remains and so does the community manager.
amiibo seems like a great way to extend the company's brands to the youth market, but CONSULGAMER sees a number of threats to the product line that could make amiibo another costly disaster for Nintendo.
When we thought to build Hover Cabs, a casual version of Stress Taxi for PC, the first move was to think in our players.