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.
When youâ€™re understanding the potential success of your game before release -Â whatâ€™s the one Steam stat that more people should be paying attention to, but arenâ€™t?
A checklist for building stronger characters, including tips and ideas on how to strengthen the player-protagonist connection in non-linear and less narrative-driven games
What happens when you organize a themed sale on Steam, and what are the ramifications for increased profile of your games as a result? Real-world data within...
Nimoyd is not only a game â€“ but an indie story about two friends who were searching for that one awesome game idea. When we almost gave up on Xmas 2018, it clicked. We quit freelancing in 2019. Today, a small team. But it started humble, with 2 friends.
Technical implementation of Intel View feature in Mafia III.
Elements we constructed for destroying and defending enemy bases by shooting from a car.
Partnering with a publisher may seem as playing it on easy mode, but it's a double edged sword and indie devs should be cautious and review all of their options first and foremost.
All video games should be played by everyone regardless of their physical circumstances. We would like all video games to be accessible to everyone, so we've written this article with a number of tips to make games more accessible.
Despite its moving narrative, modern graphics, and convenient quality of life features, I ditched Final Fantasy 14 for its 16-year-old, clunky, and borderline ugly cousin, World of Warcraft Classic. Here's why.