Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.
A description of how we do UI localization in The Machinery.
A look at 2018 numbers for crowdfunding and video games.
Game composer Winifred Phillips presents an annual VR audio resource list for game audio pros. Included: technology and tools, methods and techniques, communities and organizations, and popular VR conferences.
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and a surprising mega-roundup of 2018's best 'game jam' games.
An addendum to my "Designing a Production Process" series that describes how to further utilize your issue tracking database to support it.