A follow up to my piece about the new player's experience. We're now talking indie teams, and why no matter how niche or small the genre, everyone should always be thinking about new players for their games.
The latest link roundup incudes the notable games of the week, Mario steamrolling bootleg Nintendo cartridges, and a unique new FMV game based around delivery driving, among others!
Some notes on how people find your game on Nintendo Switch (& some humble suggestions to improve things further)
For our upcoming game Pendragon we've tied a dynamic narrative engine to a chess-like strategy game. Boards, moves, pieces... and combinatorial explosion. Here's how it works.
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.
Five years since its release, there are still secrets to uncover in the AI of Alien: Isolation. So in this blog I revisit my most popular topic.
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.
In March, Nintendo’s Animal Crossing: Pocket Camp (ACPC) saw its best month for global downloads since its launch in 2017, at 2.7 million across Apple App Store and Google Play Store - growth of 458%.
Our prototype is a success, now what?
On testing prototypes at game shows, the beauty of simplicity in games and last but not least, about fears that every game designer/entrepreneur must face when remaking the legendary game.
Soldat creator reminisces how the game started 18 years ago. Plus an announcement and details about Soldat open source.
Like me, you are probably checking at the amazing numbers game companies are posting during this very special time in our planet. Not only people are confined mostly everywhere, but current numbers will keep high even after you are "freed".
Why does IKEA leads the furniture market letting the most crytical part in the customer's hands? I don't know if gamification is the answer but we can be sure it helps. Learn the game design secrets of furniture building here.
This is the fourth installment of Evolution of Pokemon Design, looking at Pokemon in Diamond and Pearl. As always, I examine the themes of this generation, as well as common design trends among these Pokemon to see how they have changed from previous gens
This article explores how we can use psychology to strengthen players’ emotional bonds with NPCs in order to give them a more fulfilling experience and keep them playing for longer.
I'v noticed more black people in the industry... kinda
In this series we ask developers, who have worked or are currently working on action games, what their creative process is. In this fifth part of the series our guest is Grayfax Software, developer of Orangeblood which released on Steam this January.
Game Dev Digest Issue #45 - C#, Shaders, VFX Graph, Prefabs, And Plenty More! The latest from the free weekly Unity3d/gamedev newsletter.
Some of the ways the industry embraced this year's GAAD event