Let's talk about what the first Assassin's Creed does to make itself feel larger than it actually is.
This week's highlights include a piece on Chinese romance games for women, a look at a multitude of new titles - from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
A question I hear pretty often is, "What is a meta-game?". There are two pretty similar but also quite distinct and different answers which we're going to talk about.
This blog post asks some questions about the relationship between developer and streamer, the cash flow between them, and the cash flow in the entire system including platforms like Twitch and YouTube, advertisers, and viewers.
Game composer Winifred Phillips discusses ways for new game composers to achieve their first professional gig. Article includes advice regarding the preparation of demo reels, strategies for effective networking, and a list of links and resources.
A behind the scenes look at how an indie company creates a launch trailer, with specific insights into the Sunless Skies launch trailer.
User testing is putting a product in front of a human (ideally someone who would be a potential user of the product) and watching them interact with it. By the end of this article, you'll know how to get out there and quickly test products of your own.
If you have ever played a competitive game, you are probably familiar with tiers. They seem to be everywhere, and can shape the competitive landscape of a game. But have you ever wondered why tiers even exist in the first place? Today, we find out why!
Almost 80% of players use subtitles in games. But game subtitles are often sub-par: too small, hard to read, or otherwise unusable. I decided to see what it takes to make subtitles that don’t suck.
Taking a look at my third year as an indie: what things worked, what did not, lessons learned.
I've been thinking about launch trailers for years. Maybe some of these thoughts could help map-out your launch trailer's plans.