Short story based on real events about the efforts to make an external producer understand what a whitebox map is, and the pain of dealing with people not educated in real videogame development
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.
Can computer-aided puzzle design help us create fair, fun and interesting challenges? Let's find out discussing our approach in Skiddy, The Slippery puzzle, puzzle game with simple play mechanics but a complex level creation problem. Part 2
Early Access can be a blessing and a curse for game developers, and today's post looks at four key factors in having a successful development period.
I am researching the relationship between crunch and work culture as part of my master's thesis. I'm looking for game developers to complete a brief survey
link here: https://docs.google.com/forms/d/e/1FAIpQLSdmsaedMAC3d5YUFchjEXIkziotbJnGdx2601UvQ0idbwQ
Game development isn't an investment, it's risk management.
I showed my game at EGX 2016 in Birmingham UK. In this post I give detailed stats about player engagement: number of players, games played, how long they played in every session and how far they got in the game.
Garett Marks, Narrative Director at Blue Isle Studios, discusses the inspiration behind the story of Valley and the creative process that helped evolve the game into something unique.