With Kickstarter opening in both Germany and France during the month of May, I am doing an analysis of the projects from those countries to date.
Understanding what systems are and how to construct effective game systems are vital for game designers. Game systems are an important subset of systems overall, and systemic games give us a view of a flourishing part of game design.
"Bloodborne is user unfriendly", "Bloodborne proves your job isn't needed", "People like you are why games aren't hard like they used to be". As a Games User Researcher I have seen these comments many times. They are understandable but inaccurate.
3 psychological phenomena that can help determine the success (or failure) of a Kickstarter video game pitch.
Some things written about the tech I'm employing/integrating/whatever-ing for my next game, All Things Die; including: Voxelfarm, Popcorn FX, and trueSKY.
Realism is attractive but can get banal very quickly. It is where art deviates from reality that we can be moved by it.
Amidst feedback from some that the sense of game audio community is stronger now than it ever has been, it's my hope that we can extend those good feelings into all of the dark corners of game audio and optimize our organizations.
A reaction to the pixel artist who is renouncing the form. Pixel art is a tool, it's a technique. Would an artist hang up his brush because people don't like oil paintings?
A look at all the available methods generating an initial cash or finding external resources for a game startup.
It's like Jean Paul Sartre was speaking to indie developers when he wrote Humanism and Existentialism. We are "condemned to freedom" indeed. This is a bit of a ramble more than a lesson, but I felt the need to express it.