Six Sources of Design for developers of all competencies.
There is a long list of developers that have either crashed out or are intelligently self-selecting out of triple-A development and going back to smaller, leaner projects. Where does the trend of smaller, leaner projects leave the gaming industry?
This is the first of three posts accounting of the technical & design challenges we faced while porting the Pahelika Series (Pahelika: Secret Legends and Pahelika: Revelations), originally windows games, to iOS.
The "Darkest Dungeon" Kickstarter has grossed $240k through the first 21 days. In this article (Part 1 of 2), Tyler discusses some of the strategies that Red Hook has used in the campaign, along with things that have gone right and wrong so far.
Monaco just finished up its two week run in Humble Indie Bundle 11. Here's a quick dump of the stats, the revenue, and theories as to improving future performance.
A sampling of early, rough sketchbook designs and planning work from the past year-and-a-half of working on Lovers in a Dangerous Spacetime.
The holy grail of replayable narrative can be alluring for game designers - but realizing it effectively may prove to be impossible.
My wife was once highly offended by a cartoon mole, and the story highlights how a simple attack on self-concept can reduce the frequency and severity of cheating in video games.
What if people just don’t want to play your game? How do you engage them?
A lengthly postmortem on the first episode of République, a stealth action iOS game from Bellevue developer Camouflaj.