For decades, branching conversation systems have been a powerful tool in game narrative. In part one of a series dedicated to the art of branching dialogue writing, we define terms and discuss what kinds of games benefit most from such systems.
Looking back at this year gamescom and the media coverage around it.
Requirements can be very problematic. Either they are too detailed, and cost a fortune to create and maintain, or they are vague, which causes confusion. One potential solution explored here is to use acceptance criteria as both requirements and tests.
Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience.
Good lighting can improve the visual quality of a game significantly. In this blog post Iíll describe various techniques for dynamic 2D character lighting that are very easy to implement and donít require any additional assets (e.g. normal maps).
The future of videogames is not in the hands of the mob that shouts the loudest. A look at the past, present and future of videogames and a theory on why we're maybe where we are right now.