Dmitri Williams is a prolific games scholar. Now he's taken his expertise to market as CEO of game analytics firm Ninja Metrics. This post contains the text of an interview I did with Williams earlier this month. Cross-posted at motivateplay.com
Do you dumb a game concept down to increase the potential audience or do you stay focused with a more hardcore game and accept a smaller audience? Is that even a valid case? I'l dig in a bit and see where my rambling goes.
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 celebration of the recent launch of A Link Between Worlds, I embark on a frankly pointless quest to identify what would make the perfect Zelda game.
I believe people don't change unless the pain of not changing is greater than changing. This fact may be wrong, but I could portray that world view in a game. So when the player recognizes this pattern, it would arise a feeling in him/her.
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