What's the one thing that could help the developers create convincing, immersive game worlds? The answer might be counter-intuitive, but I am convinced the solution is just.
With a rapid-fire succession of layoffs and closures in the industry recently, this seems to be a relevant question. Are people an "Asset" or are they just "Consumables"? Many of us don't like the answer - and it isn't even sound business.
J.R.R. Tolkien on why we need, and love, escape.
A look back on how we designed and built our latest adventure app for children. Focusing on the design and art of this re-imagined story.
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.