Creating a hit game is a huge challenge, but following up on a hit with another hit is as difficult. How do you go about creating repeatable success?
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.
Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture
You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero.
SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well!
World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs?
The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.
Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market.
What makes gameplay clean or unclean? How necessary is clean gameplay to player enjoyment? Come explore these questions based on a conversation with a veteran Capcom designer.
Cross-posted dev blog on the creation of facial animation in the upcoming JRPG Y2K, as well as the inspirations behind it.
Our first unity game is done, several times tweaked up to players feedback, rebalanced to hardcore, now at indiedb, has release date and going to be in stores pretty soon, now I've found some time to keep on posting articles about making the game.
This year we presented Crabitron Kinect to the public for the first time at PAX Australia. We faced challenges presenting a Kinect game to such a large audience, in this post I will detail the highs and lows and what we got out of PAX Australia 2014.