An interview with ADOM creator Dr. Thomas Biskup, about the game's recent arrival on Steam and various other things, both about it and in general.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
In this streamlined version of a talk I gave about a year ago, let's discuss how games can use interactivity to create strong emotional bonds with the players.
This week's highlights include a look at the U.S. grandmaster vying for the world chess championships, a diary playing through Bethesda's oddly emergent Fallout 76, and a host of other notable pieces.
Interview with Josh Ge, Creator of the sci-fi, robot-focused roguelike Cogmind, about it and many things about its design and creation.
Game composer Winifred Phillips looks at developments with VR platforms & their SDKs, focusing on audio issues. Included: Soundfield for AR, Spatial Sound for AR/MR, audio improvements in the Vive & Oculus SDKs, & audio for the new untethered platforms.
When the folks over at thatgamecompany start moving on a new project hoping to follow up the success of their previous games Journey and Flower, there was only one person they trusted to help head up development, Eric Koch. Eric’s career started out in
Epic Games faces potential lawsuit over 'stealing' popular dance moves. But is there any legal merit here? Are dance moves actually protected by copyright?
The second in my "Game Designer Spotlight" series, this time focussing on the incredibly prolific Reiner Knizia. I look at his design process and philosophy, and try to figure out how he makes so many darn games!
I talk about some of the productivity tools like Flock, Hacknplan, and Airtable that we use to make making games easier.
As a brand new, game crafting duo with a burning desire to become sustainable, what we needed on our side was experience, confidence and data. In this article, I will cover what we've learned so far from tackling a 2-month development and release cycle.
I detail a strategy for indie game development that I'll follow myself to try to make minimum wage making experimental games on Steam. My first game has perma-permadeath. You can only play the game once.