In which we talk mascots and learn that it's not OK to steal from old ladies... but it's cool to steal from slightly younger gentlemen?
A tip about how to quickly set the correct size for all the objects in a 3D scene. I think this tip is not only useful to artists who work for HOPA/adventure games, but also to guys who handle 3D scenes for all kinds of purpose.
You might think that making a game for Xbox One through their ID@Xbox program would be cheap-as-free - they're even *giving away* dev kits, after all - but there are a couple of costs that might surprise you.
How the puzzles in Darknet are procedurally generated.
You might think game developers only outsource "to save money" - but that's not completely accurate. In fact, there is a very long list of advantages that are much less obvious; even counter-intuitive.
Jeff Sutherland recently wrote about that being agile means getting rid of separate test teams. So why should game testers not be a separate team? Why should most game testers be integrated into the development teams? This is my opinion on the subject.
This post describes two types of achievements that can inspire people to play your games and keep them coming back for more.
An overview of what to pay attention to when making screenshots for the App Store so they help sell the game.
With the brand new Oculus Rift DK2 now getting in the hands of developers, it's useful to know what are the main changes you can expect to see coming from the old devkit.
In the last year I wrote and published 3 iOS indie-games. While everyone dreams of striking gold in the App Store, it wasn't the case for me. In this post I share hard download and sales numbers in the hope of shedding some light on the current market.
Min/Max is a popular term for hardcore gamers and represents playing a game in the most optimal fashion. For today's post, we're going to examine this phenomenon and what it means for game designers.
A frank look at the Virtuix Omni from the perspective of a consumer.