Tyler Glaiel's Expert Blogs
Recently a new method of estimating sales data for games on steam based on achievment stats showed up on the site barter.vg. I reverse engineered it then improved upon it, and here's how.
2017 was a great year for games and here are my thoughts on my favorite ones of the year.
Here's a couple words about each of the top 11 games I played in 2016. Well okay, these are the only games I played this year so its really just "The 11 Games I Played This Year"
No, this is not a list of my most anticipated games, but a list of changes I'd like to see to Steam as a platform and marketplace to make it better for both consumers and developers.
Itís hard to make a living making games.
Rock Paper Shotgun recently posted an interview with Peter Molyneux that made me feel a bit weird and I'd like to explain why
A tech post about how I made the crop circle effect in Bombernauts (also know as a visibility circle, or a cutout circle).
A post about some of the game design philosophy for my upcoming game, Bombernauts, and ways to think about how to limit things in game design.
I decided to learn Unity this year and make some games in it, after hearing so much about it, and I figure I'd share my thoughts on it for anyone interested.
I've been experimenting with this special AI pathfinding thing for a while now, and finally decided to merge it into a game. It's a very simple type of AI with a lot of emergent behaviors built in to it
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