On the talks of IRDC US 2015.
This is a series of six blog posts where different disciplines share what they wish others would know and understand.
A GameDevsLikeYou interview with Paul Tozour discussing game development in the '80s, Unreal Engine 4, scripting languages, AI, negotiation, game developer education, AR/VR, teamwork, emotional intelligence, and the origins of the @GameOutcomes Project.
Continuing my series on how I design, I want to show how spectra relate within a choice field, and how one can view that data in different ways by opening little “windows,” or views into the field.
I don’t use the word “theme” any more, because there are so many different meanings. These meanings are not even close to the same things. If you cannot know how your reader/listener understands a word, you can’t use it (if you want to be clear).
Novelists can't get data on how long it takes someone to read a given chapter or whether anyone finishes their books. You can do much better than that. Shore up your game narrative with the magic of data!
Tablet game developers in 2015 are making it clear that you can definitely make an old game new again. Coming in among the seven best tablet games for 2015 are former PC hits like "Tomb Raider I" and updated versions of video game classics like "Mortal Ko
Child privacy advocate Greg Kudasz gives his perspective on the child privacy and games, the "Do Not Track Kids" act, FTC enforcement, and the state of COPPA on its second birthday.
Today's post breaks down a game's design into three areas of pacing, and the importance and difficulty of guiding a player all the way through a title.
In Part 1, I gave a quick look at what the WorldShape tool can do, but how does it actually work? How might you create your own similar tools?
How the visual history of paintings and video games line up perfectly, and what that means for the future of our medium.
Early success, and dealing with the sophomore (junior/senior/...) slump.