How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- where does Nintendo go from here?
Creating a hit game is a huge challenge, but following up on a hit with another hit is as difficult. How do you go about creating repeatable success?
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.
Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture
It's no secret that motivation to finish is the thing which kills nearly every indie game project. But it doesn't have to be that way. Here are some helpful tips on keeping your team together, productive, and moving forward.
You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero.