When hiring game testers, we should look beyond specific tasks, such as finding bugs, and hire for a competence and skillset, which we then allow to create value in the best possible way.
Should you choose tight-fit or full-rect for your sprites in Unity?
In this post, you will learn the difference between these two mesh types. And when to use each.
We dive into some real behind-the-scenes info on our next project, plans for our existing games, King of Crabs success and plans for the future, as well as thoughts on community management as work for hire.
Netcode bugs can be very hard to find, but they can also be quite intriguing once you've figured them out. This post discusses 3 of the more interesting bugs I've seen in the past few years, explaining some important netcode principles along the way.
There’s been a lot of discussion on best practices for your video game store page (whether that be console, PC, or even mobile.) And yes, it’s quite important. Here's the big things you should be doing.
Some of the trends in the biggest/most active video game Discord servers are super interesting, and here's a look at what I learned from checking this out. (Plus, a bunch more info on discoverability!)
Prophets, Covenants, Halos, Flood....the Halo series is full of religious references, symbolism, and iconography. But what are these symbols really trying to say?
This is the first of a series of articles about Scope, where I try to pass on some of my knowledge on the topic and some mechanisms that help control it. It is presumably helpful for any kind of game developers.
To mark the fifth anniversary of Everybody's Gone To The Rapture the developers of the game The Chinese Room are re-releasing some of the archived blog posts that coincided with the release of this award-winning title.
Game Dev Digest Issue #56 - Level Design, UI, VFX and more. The latest from the free weekly Unity3d/gamedev newsletter.
China recently approved 28 imported games to be released in the country. 24 are for mobile. And some of the select few are quite surprising. Let's take a look at the impact for developers, publishers, and gamers.
Inappropriate progression is often seen on a stage of the soft launch. The goal of the article is to show a general approach to the progression curve fitting based on simulations that can be undertaken on a stage of the economy design prior to launch.