n PixelCast 7, Jeremy hangs out at Pixels = Pints + Bytes for the latest PixelFest Devs meetup and chats with two local indies about their studios.
We have attended many events this year, GDC, Game Connection，etc. Here in this article I sum up how to exploit all the features of the events, as a marketing person. I think it would be most useful for service providers (Data support, solution, art）
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Players want to play, they don't want to wait. Help them buying your game: reduce your game's download size with Unity Addressables Hosting. And a year later? Offer them a DLC based on, guess what? Unity Addressables.
In this article, game designer Sande Chen reports on a New York Comic Con panel about using entertainment games for history classes.
Interpreting some real-world data posted on Twitter by David Leon, the lead creator of shadow-based stealth action game Aragami, to find out some interesting facts about Steam Daily Deals & DLC attach rates.
The 4th of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 4: Game Music and Mood Attenuation. Included are practical examples and video demonstrations.
To mark the 1 year anniversary of releasing my last game, and after mulling on the project for the past year, I thought I’d do a quick postmortem (of sorts) on the project. Some hard lessons were learned and some truths uncovered, so here goes..
This week's highlights include a look at fallout from Blizzard's 'Hong Kong censorship' controversy, new titles including Concrete Genie, Neo Cab, and John Wick Hex, plus a great look at the reality of indie game sales and lots more.
Bringing Frostpunk to consoels was challenging. Here's one short tale how UX design theory can get you out of a hole when bringing a survival-city builderes designed for mouse an keyboard with an ambition to make it feel like a native console experience.
The video game industry has a well-documented problem – known as ‘’crunch”. Crunch is status quo for the video game industry and just about every video game ever produced has required the sacrifice of countless hours of free time to meet deadlines
Let's say you're a small indie studio thinking about releasing your next game on early access. What production and business factors should you consider? This post looks into what you might want to think about when checking if early access is right for you
I spent 3 years making my first commercial game, a 7 hour RPG that told a very charming and personal story. I reflect on my efforts, the emotional toll, what I could have done differently, share my release stats, and discuss why it was all worth it.
So can a videogame be a piece of art? Yes, but to see it, we must first educate ourselves and open our minds a bit.
Find out the list of best books for game analysts which can broaden your horizons.
Video games are a more global enterprise than they’ve ever been. We decided to talk to indie developers from around the world to see how they’ve formed communities around GameMaker.
Despite persisting for nearly twenty years, crunch culture is still egregiously prevalent in the industry. A short dive into the world of crunch will show some intense statistics, indicating that crunch isn't going anywhere.
Last week I looked at the first six dungeons in Ocarina of Time, and gave my thoughts on where they rank. This week I finish the job and rank the remaining 6!
I made a game for js13k, in which you have to deliver a 13kb browser game. I talk about how I designed around this limitation in my entry Backflipped!
When working on one video game project for several years, small-scale board game projects on the side might help you deal with the stress while keeping you focused.