The cancellation of this year's Game Developers Conference was a strong indication of what is now transpiring. The continued isolating measures bring many things into sharp focus, including issues present in our global game development environment.
Whether a layoff has ever affected you directly or not, the reality could someday come knocking. In the first in a two part series tackling change, I'll share some insights culled from my experience with layoffs over the past years.
Ghost Recon Breakpoint made news relaunching the game with the new "ghost experience" and presents a lesson in the implementation of progression design, and why big changes aren't easy to do.
Why having a Switch demo may have hidden advantages, even more great trending information from SteamDB, and a host of other useful info for those looking to get their game seen.
Describing technical and design issues associated with having creatures that occupy multiple cells in the grid-based world of a roguelike, with solutions.
In today's blog post, I'll show you how to measure how long it takes your GPU to draw each of your game elements.
No matter if you are an artist, programmer or designer.... Reading this post will help you find out where to start optimizing.
Second of a 2-part series. Game composer Winifred Phillips delves into the dynamic music system for the recently-released SPYDER video game, developed by Sumo Digital for Apple Arcade. Part 2 explores the action system (including many video examples).
An introduction, overview, and deep dive on the power of C#'s Attributes.
Turns out there are VERY GOOD wishlists on Steam, and VERY BAD wishlists, in terms of conversion. How do you know which ones you have? We're going to try to find out...
Many people think that it's great that so many games are available to purchase these days, but as someone with an infinite backlog to get to, it's time to talk about an evergrowing problem facing developers.