Game developers must understand the value they generate, and learn to benefit from it.
Here is Part 2 of the presentation that I gave at the recent GameSoundCon in LA a few weeks back. In this part I introduce the experiment I performed to compare the functionality of three of the most popular middleware solutions for adaptive music.
Today, the documentary feature film "Beep: A History of Video Game Sound" posted a 39 minute video of an interview I did with them, in which we discuss the art and craft of game music composition. Included: interactive techniques, working with dev teams.
A brief and to-the-point write-up on the things I’ll try to do differently on the next project, based on notes I took during development.
My experience porting 80 Days from iOS (Native) to Unity for release on PC and Mac.
I worked with Brookhaven National Laboratory and the New York Historical Society to recreate one of the first videogames ever made: 1958's Tennis For Two. Here's what I learned by recreating a game designed half a century ago.
Part 2 of owning your hiring process. This week I talk about what my process is. What's yours?
Sometimes random loot is too random. A look into the process of adding logic to the loot drop system in Bunker Punks and how it plays to the core gameplay experience.
This article is a review of the map art of a successful Match-3 game: Block Star Party, from the angle of an art producer. And if you're preparing maps for your game, hope this article may give you a bit of light.
What the heck is Yo-Kai Watch and how does the game actually work? What are its strengths? Christian Nutt dives in.