Taking a look at the how, where and why of bundling in 2014. Where we're up to and where we've come from over time and why were I bundling today, I'd pause for thought before agreeing.
Ever thought about going it on your own? I share my insights on what it takes to start an indie game studio from my own experience.
Rick Schmitz, Art Director for WildTangent Studios and former Studio Art director for PopCap, shares his thoughts on how start an art career in games and how to be an effective Manager of Artists.
Speaking out against GamerGate.
Game Analytics 101 Part 3: Understanding Social in Games
An in-depth look at the resources captured and used to create the sound design for the Neon powers in inFAMOUS Second Son
As and indie dev with a game stuck in Greenlight I won't be joining the group of devs trying to "beat" Greenlight but I understand that their frustration isn't just out of some entitlement.
When critics say your game is "too long," what do they really mean?
A thorough breakdown of how we designed a fully "playable" UI for our local-multiplayer party game, Toto Temple Deluxe!
The lines between expansion packs and DLC have blurred in the digital era and today's post examines how DLC has overtaken expansion packs and what this means for game development.
The Musical Box features 30 articles focusing on game music production and implementation. Edition #10: Battletoads
Today's post examines the rising popularity of the Toys to Life genre and how it's leveraging collect-ability for added profit.