To many, VR has an "unsolvable" problem when it comes to basic mobility of the player. But is it possible we're coming at this issue from a bad direction? Perhaps our goal of a universally accepted control scheme is actually hampering us?
A couple of weeks ago, I was invited to the Ludicious Festival in Zurich to talk about crowd funding and indie video games. As usual, it was heavily geared towards Kickstarter, as it is still the very dominant platform.
How much information should your test cases (or test missions, charters, or other types or similar test artifacts) include? What are the pros and cons of adding lots of detailed information in your test cases?
Basic risk-based QA testing methods can substantially reduce your test hours and project budget. If you're unfamiliar with risk-based testing (RBT), you can still reap the benefits by applying these simple priority rating and fluid test plan methods.
Aspiring designers often think they're going to get rich. Actually game design is a hobby for most, not a living. But there are many reasons other than money to design games. My favorite game is the game of designing games, though I do make some money.
While the story is more than 30 years old, the parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding development story.
NewSteam is upon us. Tails will be fatter, launches will be harder. Some good, some bad, net positive.
In this article, game writer Sande Chen reviews data from a study on female characters in media and calls on content creators in the game industry to make a choice to include more female characters in their games.
Transitioning from a production role into a leadership position can be very challenging, which is a lesson I had to learn the hard way. In doesn't have to be that way and I hope that this post will help newly minted leads to get started in their new role.
The Designer's Production Guide - There are many "do and don't" rules in game design, and most successful designers abide by many, if not all, of the same ones. (Read On)