Microsoft’s acquisition of Mojang is about the future, not short term economics
I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out.
At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds?
Another quick tutorial while I am still reworking the space tutorial. This one is another request - how to create rocks, that don't look like clouds.
I wrote that giant history, but here's my personal take.
This series of posts are about shooting good pictures for 2D game art production. This post is Part 2.
Wes Tam, creative director, answers questions about the development of Uncanny X-Men: Days of Future Past related to art style, scope, challenges and the high expectations of X-Men fans.
Examining what the bizdev side of TOO DX got up to around PAX and SIX, and how important it is to go places and meet people.
Project Island is a survival RTS built at the Guildhall@SMU. This postmortem represents the what went well, what went wrong, and the lessons learned during the game's development.
Trademark basics, and how Disney sues solo-artist DJ DeadMau5 for his alleged trademark infringement of the Mickey Mouse image.
A collection of interview excerpts with Japanese developers who worked on the PC Engine.
Let's take a look at Destiny and how we could fix it