On the differences between how people perceive game development and the costs and realities, via a recent article on Double Fine.
What is this "balance" thing you people keep going on about!?
What flow theory is, where it's problematic.
One indie developer discusses his research and approach to understanding and simulating a CRT television screen.
The big difference in game design is between games with human opposition, and games without – two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests".
I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to?
Mortal Kombat X's recent release has been marked with great reviews and debates over the monetization scheme. Today's post looks at what's wrong here and looking at another example of when DLC monetization is handled correctly .
Although it's hard to see it at first, both Indie Games and Start-up world have plenty in common. Trouble marketing their products(games) is one of them. Answer? Do things that don't scale!
Why does management do seemingly insane things? Why do we push for E3 demos that we know are throwaway code? Why are startup people so weird? They're insane, but in a way that keeps a business afloat.
We've looked at players from 208 games that hit 1000 installs during 2014, to better understand the importance of the "Golden Cohort".
STRANGE ALLIES will be supporting Oculus Rift, Cyberith Virtualizer, and PrioVR. Here's why.
Google Play recently launched a Games You Can Feel collection to raise awareness of games using the vibration motor to enhance the mobile game play experience.