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Posted by Bob Whitaker on 02/22/21 10:57:00 am in Console/PC, Serious
History Respawned talks with Professor Andre Sorensen about Cyberpunk 2077. Topics include Night City as an urban dystopia, the history of cities as a corrupting influence, and why Tokyo often represents the future in so much speculative fiction.

Posted by Simon Carless on 02/17/21 05:50:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
With the rise of subscription game services like Apple Arcade or Game Pass, do game devs have to choose between crafting games as a service (GaaS) titles or games made specifically for sub services? We explore...

Posted by Andrew Smith on 02/17/21 09:55:00 am in Business/Marketing, Design, Production, Indie
We’re barely 4 working weeks into the new year and already this is a bumper update! Let's cover it all off, but pay some specific attention to Project Mercenaries.

Posted by Josh Bycer on 02/16/21 08:44:00 pm in Design, Production, Console/PC, Indie
Getting Over It With Bennett Foddy brought the idea of "rage" or "jank" games to the mainstream. Love them or hate them, there's an interesting design discussion about games purposely built to make you pull your hair out.

Autochess was the hottest gaming trend in 2019, but not anymore. We explore its history, market status and audience, and the design flaws that stopped it from becoming "the new MOBA".

In this article, game composer Winifred Phillips discusses how video game concert tours and other video game music events have coped with Covid-19. Included: links to live-stream performances, free online concerts, and news about upcoming concert dates.

Posted by Simon Carless on 02/15/21 04:14:00 pm in Design, Production
For your in-development game, story beats are the 3 or 4 ‘big pre-release announcements’ that you actually expect to get wider press and notice. What should you pick, and why?

Posted by Rune Skovbo Johansen on 02/12/21 11:16:00 am in Design
This article examines the sense of mystery and wonder that’s tied not to story or themes, but to exploration. Based on a comparison of two Zelda games, four key design strategies are extracted, as well as some more general considerations to keep in mind

Posted by Piotr Bomak on 02/12/21 11:11:00 am in Design, Programming, Console/PC, Serious, Indie
In this article we describe the process of implemention raytraced ambient occlusion into The Riftbreaker. We describe the process, the obstacles we had to overcome and the optimizations we included along the way.

Posted by Josh Bycer on 02/12/21 03:24:00 am in Design, Console/PC, Indie
The Revelations series may have been just a spinoff of Resident Evil, but Revelations 2 surprised me with just how well it nailed the formula of a good Resident Evil game.