This year's analysis of the media performance of the gamescom.
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 isn’t 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.
Online video games face unprecedented risk from hackers, cheaters and fraudsters who are ‘following the money’ into the $100 billion video games industry - here are 5 ways publishers can help mitigate risk and protect players before bad guys strike.
Our experiences crafting an educational game that creates a fun learning experience, instead of replicating outdated teaching strategies with game-ish bells and whistles.
One of the questions that always comes up when I’m forming a new game company for clients is “How do we divide the equity?” There are a few ways to go about it, each with their own pros and cons. Let’s take a look at the options.
A step-by-step presentation of Bedtime Digital Games' art process using one of the main character from our current project, "Figment", as an example.
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.