Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?
The objective of this paper is to explain the mechanics of threat generation, the most commonly used technique in the mobile space for generating conversion.
Part Three. These are my memories... Growing up in a world with 3 TV channels and paper mail... My years writing some of the earliest 8-bit games (CRISIS MOUNTAIN, DINO EGGS, SHORT CIRCUIT)... And now reviving my best-selling game as DINO EGGS: REBIRTH.
For a new style of game, I looked back at some old style AI code for inspiration. This turn-based game plays like an arcade-game, so speed and flexibility are very important.
If you're an indie developer, your greatest challenge is probably just getting people to know about your game. There's no magic bullet solution to this problem, but here's what I've learned.
Should you become a manager? Maybe. Maybe not. To do the job well requires a lot of work and sacrifice. Namely you're going to have to give up doing some of the things you love doing. Think carefully before accepting the role.
Asymmetric forces, as we see in games like Starcraft, Magic: The Gathering or Street Fighter, are a dominant design pattern in games. In this article, I explain some of the pitfalls of this pattern, and suggest some guidelines for avoiding them.
SOMA, the new horror game for the creators of Amnesia, was released 10 days ago. This blog post discusses sales and reflects on the marketing and reception of the game.
As designers we like complexity in our games, but how much is too much?
A lens for comparing different VR displays.