Making a good game is never enough.
Perhaps in our pursuit of new creative horizons we can look to simpler, nearer to hand sources -- like the absurdity and brilliance produced by Patrick Rodriguez's "The Citizen Kanes" Twitter bot.
A quick look at why some indie devs aren't happy and how to deal with it.
The Player Authors Project looked at the intersection of copyright law and user-generated content. The results of the work are now available online.
Dickwolves aside, online harassment and online bullying are legitimate issues that bear particular implications in the gaming community. Learn about the legal tools at your disposal to protect yourself or those you care about.
Curious about the copyright implications of Let's Play and the YouTube Content ID Claim system? Read on...
When starting any new development project, it is important to decide on the proper business entity. A business entity can provide benefits, such as limited liability, and can provide a professional appearance for the project.
Blog covers the ins and outs of the new Innovation Act legislation, designed to quell the rising tide of patent trolls and make getting (and maintaining) patents for small businesses a more cost effective option.
When you start up some games for the first time you have a very important decision to make (once you've passed the loading screens and company logos). What difficulty to play on?
What happens when a game that is intended to be satire doesn't get interpreted that way, and what does this tell us about the games industry? A look at gender representation and satire in Far Cry 3, with a take-away for the wider industry.
Tight deadlines, constraints on marketing and monetization, and real world issues. This article details the design decisions on Nightmare: Malaria, a physics platformer built to raise awareness for the Against Malaria Foundation.
The key to a good sequel is trying not to erase or even compete with what has come before. A sequel ought to complement its predecessor, not improve upon it.