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?
On Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters.
Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem!
How to manage risk as a sustainable indie game company.
Many Western game developers assume that app piracy is an “only in Asia” problem, but mobile game development is a global business, and what happens in one region impacts other markets too. Game dev veteran Mary Min explains how with numerous examples.
Everyone who uses a Daily Scrum or Standup meeting knows the three big questions everyone answers in each meeting. I've found that adding a fourth is extremely valuable and helps avoid a lot of pain later on.
In designing Knee Deep for Prologue Games, I wanted to focus less on puzzles and pixel hunts, more on letting players shape their character narratives.
We'll be looking at our experience with Greenlight, the choices we made that we think worked, statistic and numbers throughout the campaign and of course taking any questions you might have.
Fixing missing script references for Unity.
Writing plots, character arcs, and more in an interactive medium - a novelist dives into the world of video game writing.
HeavyBoat is a game development company from Argentina. This is the story behind "Grudgeball", one of our latest collaborations with Cartoon Network, and how the business risks HeavyBoat took during that year made it our most difficult period to date.
A closer look at how the balancing of the economy in Sim City BuildIt affects the player progression.