Every game has a personality - and some aren't so nice. Here's why making sure your game is on its best behavior matters.
Second post in the series focuses on Networking with some examples of places to start and some strategies to find success.
A simple heuristic approach to Game AI, from a non-AI expert.
In the latest Gamasutra video interview, editor Mike Rose talks to Bryann Sigurgeirsson about the PC release of SteamWorld Dig, and how difficult porting from Nintendo 3DS to PC turned out to be.
In which I propose "Procedural Death Labyrinth" as an alternative genre descriptor to Rogue-Like-LIKE / Rogue-LITE. Sort of.
Wherein I fashion charts out of the many numbers behind Hipster Zombies. How many downloads? On which platform? And what about the money? And piracy? Find answers within!
Non-Disclosure Agreements (NDAs) offer protection for companies to share their ideas without having to worry about getting their information leaked. This blog covers the basics of NDAs, what to expect, what some common clauses mean, and NDA limitations
Flash CC ( The Flash editor, not the Flash player ) has just re-invented itself as the newest go-to tool for building a 2D scene targeting multiple devices, including HTML5, WebGL and the Flash runtime, as it always has.
When you are genuinely listened to, you feel in control? You feel in control over the conversation at least, and that is what a game is: a conversation between the player and the machine.
In this second post from our multi-post series on volume rendering for games, I’ll explain the technical basics that most solutions share. Through all the series I’ll concentrate on ‘realistic’, smooth rendering – not the ‘blocky’ one you can see in games
My thoughts on developing games for an unusual platform: the Pebble smartwatch!
This tutorial provides a workflow which can be used to create isometric tiles to be used in videogames.