Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached. In part two of this series, Neil Schneider highlights the risks in action and possible solutions.
Learn how to measure your assembly compilation times to uncover these time robbers that are making you release a worse game.
Composer Winifred Phillips explores strategies for new composers to land their 1st game - with tips on educational resources, developing a solid reputation, cultivating a network of contacts, & surfacing opportunities. Resources list included.
Cross-platform development is based on a Boogle House foundation that is beginning to creak from age and reaching its limit. In part one of this series, Neil Schneider demonstrates some of its challenges through one of the ecosystem's biggest successes.
The 'Interactive Empathy and Embodiment' framework is an innovative, sensory design approach to game design founded on traditional craft, which promotes empathy and hopes to nudge the industry in a more self-aware and conscientious direction.
Part two of this two-part article series explores musical approaches to timed challenges in Fail Factory and Spyder. Includes video examples and in-depth discussion of strategies and contrasting techniques.