Examining the "ideas are cheap" mantra via Breath of the Wild and Xenoblade Chronicles
A look at how distribution and visibility have changed as Steam has moved from Curation, to Greenlight, to Steam Direct.
Fantasy Flight Games' X-Wing 2.0 offers some interesting lessons for game developers as the industry moves toward supporting more live, always-updated games.
2012's Spec Ops: The Line is a cult classic third-person cover shooter by Yager Development. In this article I explore how the horrific story of Spec Ops is held aloft by smart AI systems and designers exploiting them to full effect.
Using the R programming language to create interesting summarizations of expert StarCraft gameplay.
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
Recently a new method of estimating sales data for games on steam based on achievment stats showed up on the site barter.vg. I reverse engineered it then improved upon it, and here's how.
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.