The Stanley Parable Helpful Development Showcase is an extremely insightful and informative look into what it takes to make a video game. This week: How not to give into pressure
This post highlights a number of common traps that many QA Automation strategies fall into. Based on years of experience at BioWare, they are identified and explained along with tips on avoiding them and achieving real success with automation.
So if you’ve gotten to this stage, congratulations! You have made fantastic progress in developing your skills, polishing your resume, earning your degree, and reaching the final boss. Now it’s time to really put your heart into perparing to land a job.
Continuing down the road of User Types for gamification, I wanted to go into a little more details about how you support the different types of user in your system. Looking at last weeks post about user types and the 4Keys2Fun, there were a few usable ide
Sound has always been an important component of videogames. But what happens when you turn that on its head and design a game where sound is the main driver of gameplay?
An article about my views on the coexistence of physical games in the future. Should one or another be removed altogether or can the exist in harmony? This is what I think about it.
A few weeks ago we added consideration of smooth groups in the lightmap calculations. You may recall the case of luxels (lightmap pixels) that fall outside a face were problematic, and I used a bit of a hack to resolve them...
The market for children’s apps is even more complex than just about any other category. Nancy MacIntyre, veteran of the kids learning and entertainment space, shares her playbook on making and marketing successful apps in the children’s category.
I will talk, from our own perspective and our own (in?)experience, about the struggle indie game developers face when comes the time to get crowd-funded in this massive amount of competition.
Coming out of nowhere and trying to reach out.