An article about burnout, the creative process, love and the video game industry.
This post describes two types of achievements that can inspire people to play your games and keep them coming back for more.
An overview of what to pay attention to when making screenshots for the App Store so they help sell the game.
As a Sound Designer for video games coming from a film background, I had to change my processes to work more effectively on Blade Symphony. I outline the changes (and their hurdles) in this blog post as well as few specific methods I found useful.
With the brand new Oculus Rift DK2 now getting in the hands of developers, it's useful to know what are the main changes you can expect to see coming from the old devkit.
In the last year I wrote and published 3 iOS indie-games. While everyone dreams of striking gold in the App Store, it wasn't the case for me. In this post I share hard download and sales numbers in the hope of shedding some light on the current market.
Min/Max is a popular term for hardcore gamers and represents playing a game in the most optimal fashion. For today's post, we're going to examine this phenomenon and what it means for game designers.
A frank look at the Virtuix Omni from the perspective of a consumer.
After performing an extensive analysis of the games industry's use of data science, mathematician and middleware developer Tom Matcham gives some insight into what studios can do to improve their game analytics.