Part 4: Motivation, Meaning & the Key Question: Why? - This six-part essay analyses Kingdom Hearts III's approach to storytelling, and the lessons that we as developers can learn from it. Written from a developer's perspective, with the insights of a fan.
Analyzing the role-playing of 4X games.
The Chinese market is important for Indies targeting Steam. Is there trouble in the future?
The problem with almost all Star Wars games, and what needs to be changed. If you're a game designer, pay attention!
It is time for GDC to move from SFO? I’ve been hearing some discussion pop here and there, and decided to join in for my first post. I’ll shoot my opinion bluntly: YES, GDC should move out of San Francisco. Find out why (or not) below!
As we’ve had a great number of readers proclaiming their wishes to create their own action games, I’ve been speaking with some true craftsmen of the action genre to find out how they make their own titles. Our third installment features TeamTMT.
Part 3: Missing the Mid-Point - This six-part essay analyses Kingdom Hearts III's approach to storytelling, and the lessons that we as developers can learn from it. This critique is written from a developer's perspective, but with the insights of a fan.
Almost 24 years from its first entries, the Pokémon game series have undergone dozens of changes to appeal to a new player base. From graphics to the range of Pokémon available, this article investigates the differences between Red/Blue and Sword/Shield
Movement systems in games are often taken for granted, but how your movement feels can make or break your game. What makes a movement system good, and how can you design great movement in your own games? Lets find out!
The story of how Ovva Games came up with the game Between Realms.