Pain Points are often the understated killer of many games, and we're going to discuss how to spot them and some common mistakes for developers to avoid.
A few months ago I released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – especially if you take into account that you can expect to make 2-5x your first week's revenue during your first year.
You see relatively little discussion of multi-platform revenue, including console. So I was delighted when The First Tree dev David Wehle went public with the following week 1 revenue percentages for his third-person exploration game starring a fox.
Good communication is important in all game development studios, even the smallest ones. Here I explain some of the issues I've had in our team and how we (sort of) solved them.
New research from Omdia shows that the consumer virtual reality (VR) market will be worth $10bn by 2025. In 2020, 3.3m standalone headsets will be sold, outselling combined smartphone and tethered VR headsets for the first time.
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.
Game Dev Digest Issue #73 - Game Design and Architecture. The latest from the free weekly Unity3d/gamedev newsletter.
Welcome everyone, we are working on a fast paced 2D roguelike. You fight in a futuristic colosseum as a samurai while hyping up the crowd to get more gold.
This update we finished the traps and obstacles that bring live to the paths between rooms.
My goal in this research is to take something subjective and make it more analytical. To achieve my list for “The Top 10 Best Video Games of All Time”, I compared five other credible sources and created results from that.
Gamedev is going mainstream as more resources such as game engines and online tutorials become available, but most first-time projects fail because beginners don't know that there's more to making successful games than an Idea, Art and a Game Engine.
6 months ago I released my first game, Before We Leave and (for a first time developer) it's been a great success! This is a discussion of the things I did that helped make all the luck involved in releasing a game more likely to turn out my way.
A series of production tips, suggestions, and best practices to optimize development cycles and minimize delays by META Publishing's producer Mike Matytsin.