I just want to make sure you know why you felt barfy after playing virtual reality games at E3.
Project planning is one of the most crucial and difficult steps of a videogame development project. In this Part 2, we’ll look into the main internal factor technique we use: the “Puzzle technique”.
Best Buds vs. Bad Guys - about a game I created with my son Lucas, who was 11-years old when we began (he is now 12, fast approaching 13!).
All Walls Must Fall, the first commercial project from inbetweengames, takes place in the procedurally generated nightclubs of a divided Berlin. In this post, programmer Isaac Ashdown outlines the algorithm used to generate these clubs in Unreal Engine 4.
E3 is now over, the weekend has passed, the attendees have flown back to their homes, and it is time for me to go over the media coverage of the events, as is now traditional.
G2A Sold $450k worth of SpeedRunners, Party Hard, and Punch Club.
You do not have to model a complete functioning city to have a believable urban environment for your game. All you have to do is simply imply the appropriate size and complexity.
Making a case for removing difficulty settings from your design - or at least using them better!
Very specific themes in Spec Ops: The Line
The free-to-play MMO, Skyforge, has been out for nearly a full year. Red Fox Insights latest research questions how devs, like those behind Skyforge, find success in F2P conversion.
We're a small team working on a narrative game set in an open world. After lots of debates and planning we have decided to work along a group of fifteen experienced writers. Learn about how we are facing this challenge and the reasons for it.
Tips and guidelines for (indie) studios who want to release their game on Steam Early Access. The article consists of experiences RageSquid had when we had our game Action Henk on Steam Early Access.