An overview of how Twitch uses staged rollouts to perform experiments, biases we found, and methods we use for significance testing.
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Switch's launch, the deep fandom of Pokemon, & lots more.
Starting a video game is a lot easier than finishing it. There are a lot of reasons why things get put to the wayside, and in this 2016 retrospective, we discuss five things that we just couldn't finish.
We talked to former developers from Nintendo, Rockstar Games and Origin for their opinions on Nintendo Switch's Rollout
How I dug myself out of a depression by making a game.
Let's look at the nature of choices in Telltale's The Walking Dead, and how they affect the experience and characters.
How we're handling collisions in BeeBeeQ with Unity, where the VR player can put their hands wherever they want, standard physics collisions don't make sense and as a physics based local asymmetrical multiplayer game it's got to stay fair at all times
We worked with indie game developer Sillywalk on their mobile game "Mind Mould", performing all necessary localization steps to ensure it would be received well in the global market. This article is a case study on how we adapted the game for Asia.
In this postmortem I'll talk a bit about the process for making iZBOT along with some of the expenses and revenue from game sales.
Short note about generating audio for Unity (Survival Shooter) with Chuck audio-programming language and Open Sound Control (OSC).
I talk in this article about the duality "ludologism" vs "narrativism", the real relevance of narratvism in videogames and the gamers.
This is a post-mortem of Hell Snails, the game that delivered the first MangoJam. We decided to experiment with a game jam as a tool to integrate new members into the development team.