Southeast Asian micropublisher Ysbryd Games recently took to PAX East for their first exhibition ever. Here is what they've learned from that week of insanity, new friends, and oh-my-gawd-whys.
Here's how we balanced our last game using a simple model built in MS Excel.
There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach.
What lasts? Will our games last? Do the connections we make in life last? What do we seek in our creative pursuits?
You've been thinking a lot about narrative in games, so you talked to a game for a bit.
On the differences between how people perceive game development and the costs and realities, via a recent article on Double Fine.
A modder shares his thoughts on the recent controversy surrounding Valve's announcement to provide storefronts for mods through Steam Workshop.
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 music for a younger audience.
Game lawyer Zachary Strebeck takes a look at the attribution requirements for some stock content sites and offers some insight into finding out what your responsibilities are when using royalty-free content.
The words "post-mortem" have never been so appropriate.
So a lot of praises has been made about the graphics in our Ludum Dare game, Star Driller Ultra. How did we make such beautiful graphics in a short amount of time?
Well, actually, itís a lot easier than you think.
The Apple Watch will push smartwatches into the mainstream and make them a viable new gaming platform. But inherent platform limitations will require developers to re-think game design, I call it "micro-gaming".