What is the major difference between testing an application or a software system compared to testing a game?
I hate grinding. Iím fundamentally opposed to it, and Iíve always made an effort to keep it out of all my games. And yet, somehow I had made a game in which you repeat the same task over and over again.
By building a gameplay prototyping library we've manage to increase our iteration speed for the naval gameplay of AC4
Getting a job as a graphics programmer in the games industry can be difficult. This post takes a closer look at what makes a good candidate and gives specific advice how to develop or improve the necessary skills.
Part 2 of the Darkest Dungeon Kickstarter Post-Mortem covers the second half of our successful campaign, plus preparing for fulfillment and logistics. There will eventually be a part 3, after Darkest Dungeon ships!
The lawsuit between ZeniMax and Oculus offers game developers and publishers new insight into the power of a non-disclosure agreement.
An introduction to Behavior Trees, with examples and in-depth descriptions, as well as some tips on creating powerful expressive trees.
Discussion about our experience co-working with Harmonix and why it is important to talk/meet/share with other developers.
In this article, game designer Sande Chen examines how modding board games and sports can inspire creativity.
We get a lot of questions from devs asking how they can optimise their pitch for Collective (http://www.collective.square-enix.com) - here are some tips based on the data we've gathered so far.