This is a reflective piece from Iron Galaxy's Co-CEO Chelsea Blasko about growth and lessons learned, one year later since the start of the pandemic.
In this partial transcript of an online Q&A, video game music composer Winifred Phillips describes her process for several projects - including Spyder, Shrek the Third, Shattered State, and Assassin's Creed Liberation.
The latest issue of the Rendered newsletter talks about Epic's acquisition of a major photogrammetry tool, Microsoft's Hololens Army Deal, and brings a brief overview of "assisted creation" techniques and tools.
TikTokÂ - the shortform video social app which sports hundreds of millions of MAUs worldwide - can be a boon for the right type of game. We explain how within.
My fifth book is starting to take shape, and it's giving me the chance to revisit the topic of Pay to Win Design. For today, I want to discuss the three clear signs that a game is pay to win.
We read all 700 pages of the 'Apple vs. Epic' lawsuit, so you didn't have to - here's some of the key takeaways for Epic's pitch against App Store monopoly.
When viewing visual elements,Â our eyes naturally gravitateÂ to certain features. By being deliberate in how we structure information, we can guide the userâ€™s experience and streamline their purchase decision. With lots of examples!
Fobula Games founder Berke Erem explores the advantages and disadvantages of becoming a full-time game developer as a gamer. The article is meant for indie studio founders and professionals as well as hobbyists considering a career switch.
GameMaker users might be familiar with enums as numerical constants. They are nothing more than a â€śfind and replaceâ€ť trick the compiler does for us so that we can use words as identifiers in our code, instead of memorizing numbers.
Game Dev Digest Issue #90 - Find Out What's New. The latest from the free weekly Unity3d/gamedev newsletter.
This brief article will highlight 7 major manipulations found inside Undertale, and how they influence the player's experience.
Making sure your game reaches the widest audience used to be a straight-forward process: make your it available on the big digital storefronts, a few key retailers, and that was it. It all changed with Epic Games Store. How did we get there?