An article on how I learned a fundamental lesson about communication and empiricism regarding game design.
The East Coast Game Conference (“The largest gathering of video game professionals on the East Coast”) occurs annually in April in Raleigh NC. This is a description of this year's conference.
A very common application for procedural mesh generation is terrain. We are going to have a look at some simple ways of generating terrain meshes.
How we set out to rebuild our AI, giving the power to the designer without exploding everything
One of the main purposes of testing is to provide information to stakeholders. In this article I will explore how a tester provides information to stakeholders through information artifacts, and what to think about when doing so.
Integration is at least as important as the music itself in a great sounding game.