Planning and iteration represent two different approaches to creation, not just in games, but in every creative field. But which is better for our medium? This post digs into these issues.
On what I've been doing in the five years since I last posted, and my new project: Wayward Strand - a real-time story about a teenage girl who explores and airborne hospital and gets to know the patients within.
In this post I discuss what constitutes social stealth, and what's missing from Assassin's Creed for the games to have it.
Now it seems to be hard time for Chinese art outsourcers, the hike of the salary, the depreciation of US dollars, and the console game market isnít so good. However there are a handful of them are doing well.
We're Metanet Software (Mare Sheppard and Raigan Burns), and we have been making games since 2001.
We just launched N++ on Steam, completing the twelve-year journey that began with the free Flash version of N back in 2004. This is a retrospective.
A day in the life of the CEO of one of, if not these oldest PC gaming studios in the industry.
While it may borrow from FPS, the movie Hardcore Henry has some important lessons for game designers.
My personal take on why procedurally generated universe with an insane amount of same-ish real estate and a streamlined routine gameplay is the wrong way to go in designing a space-sandbox game.
Something isnít quite working in your game trailer. These tricks can get you back to that clicking moment ó where it all comes together.
Sometimes vaguer is better in video game narrative.
After working in the studio for 6 years, iíve left a year ago because the smell of fire was on the air, one year later Ubisoft Casablanca was closed. I would like to share here some of the internal and external issues that contributed to the closure.
This is a making note about my first mobile RPG Dungeon999F. I made a dungeon999F as oneman army, and I hope this could be helpful to all prospective One man armys.