It took us a while, but it's finally here: REalM Walk of Soul demo!! And that's not even the most important part, because when releasing the demo we decided to go big, and what better way to do it than to entering the game at Steam Greenlight.
Whether looking to improve, looking to hire or looking for team members - there's at least one big thing that sets amateur designers apart.
Quest of Dungeons was made in C++ and OpenGL, it runs on Windows, Mac and Linux in native code. I never made anything for Android, in fact I never even used one before this, so when I decided to port QoD to it, I had no idea of what to expect.
Thanks to an insightful jumping analysis from a fellow Gamasutra blogger, I was inspired to share a few corresponding thoughts on whether to jump at all and how many times to jump.
A reaction to a chain of blogs and news claiming "gamers" as a whole are now dead and irrelevant.
Crowd-funding has led to many developers and first timers managing their own budget. But making use of crowd-funding to fund a studio can be tricky and today's post examines the costs that must be considered.
Devin Wilson offers 18 weird tricks to bring about the end of "gamers". Conservative hatemongers hate him!
Getting back into the game dev groove while life happens
Mobile game testing differs from the regular mobile app testing. Effective mobile game testing derives from a well-structured and systematic approach, use of test automation framework and seamless integration with your agile process.
Game design is primarily choice design. How many choices do you want to present your players with?