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.
Our team is creating a game that is best defined as a real-time story. In this post I cover what a real-time story is, talk about our main influences - The Last Express and Sleep No More - and discuss the design constraints we've chosen for the game.
In this post I examine the mobile-to-console port of Badland.
This blog post is dedicated to passing on a few lessons and habits I learned while attending the Art Institute of California - North Hollywood. Hopefully this will aid other fellow students undergoing education at a for-profit college.
How N-Fusion Interactive created a full 3D streaming open world on mobile hardware.
The latest report from Comscore reveals some interesting findgins about a special type of users called Heavy App Downloaders. For game publishers, heavy app downloaders could be the users who drive the most amount of ad revenue from ads - the ad whales.
For some time I was working on an MVC system for Unity, trying to bring some structure in the coding workflow of my projects. As it really helped me, here's a write-down on working with MVC in Unity.
The Lean Startup offers smart advice, but it doesn't always apply directly to game development. That said, there are ways you can apply the idea of building a simple product for release. Here’s how to do it in the gaming world.
We give some insights into how we get a finished drawing of a scene into our the game engine of Unforeseen Incidents.