Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).
Technical lessons learned from the creation and release of Octodad: Dadliest Catch.
Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands.
Create your game company with confidence. Mobile gaming may become the most profitable sector of the gaming industry within the next year. Are you ready?
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.
Sales figures for Sunless Sea in early access and after launch, with charts.
An analysis of how detective narrative is handled in Danganronpa: Trigger Happy Havoc with thoughts on how it could be changed to give the player greater agency in solving the cases.
Avian Apocalypse is a 2D platformer/shooter created by a team of 4 developers at SMU's Guildhall over the course of 8 weeks.
F2P Summit is London's hidden gem for mobile game and free-to-play developers. Read why...
Postmortem analysis of PebbleQuest, an action-RPG written in C for the Pebble watch, followed by my thoughts on the future of smartwatch gaming.
Part IV of my monday morning game design blog.
Have you looked at your game development legal situation lately? Game lawyer Zachary Strebeck gives developers a heads-up on some important issues.