There is a new report recently about using ARPU to identify best target markets for the mobile games. I was a little bit surprised at the first glance since we couldn’t really conclude the performance of a game by looking solely at ARPU ......
In this article, game designer Sande Chen discusses research on work-related motivation, in particular on "perceived meaning," to see how this research applies to the game industry.
Bob talks with Professor William Deverell about L.A. Noire. Topics include the postwar boom, the history of the LAPD, and race and ethnic relations in Los Angeles.
The latest Video Game Deep Cuts selection, picking some of the smartest longform video game articles and videos of the week, looks at everything from Prague in the latest Deus Ex to Roguelike Celebration videos and GTA V mods.
My advice for young people who want to become creators of video games (or any other craft, really), based on my 20+ years in the wilderness of the industry. It is advice in a blog post and therefore to be considered dubious until proven otherwise.
Christopher Kline was almost able to join us last week for our Twitch stream of BioShock, but couldn't quite make it due to a scheduling conflict. He was kind enough to share a few memories of his work on the game.
Preparing for my own Kickstarter campaign, I've decided to ask every other gamedev who has used the platform a few questions. I managed to email around 1000 creators and decided to share their (and my) insight on the matter. Here are the results.
When I was writing my post about MVC I realized that I used a lot of nonbasic stuff that might be kind of confusing if you are new to programming. So here a very short beginners guide to generic classes in Unity and when they might be useful to you.
This post is intended for first-time visitors to the Tokyo Game Show, both gamers and exhibitors. I will break down our costs for Blue Volcano to attend, and give others a solid cost-benefit ratio from checking out the Japans premier game show.
Presenting your game at a convention or conference always is a big challenge, especially if your game is in an early development stage. I collected some thoughts onit, collecting the most important things I learned in the past few years.
The Wii U is reaching the end of its lifetime, but after nearly three years making games for Wii U in one way or another, I still plan to continue that for as long as Nintendo will let me. Why? The Wii U has all the toys a game designer could want.
Launching an Early Access for Paperverse based hack & slash is a hard task. We are here to reveal the good, the bad, and the ugly of first two months of marketing and sales of Book of Demons, our first ever Steam published game.