Real-world design is not how is depicted in books. Most of the time you need to deal with company politics trying to make the best design possible. This post intends to provide some examples and advices to help you navigate through different team dynamics
This article is a quick summary of current challenges in VR based on how they manifested during the VR Game Jam and the presentations leading up to that jam.
In this article, game designer Sande Chen wonders about the role of emotions in designing a game.
Some details about the 1972 that inspired Sunset, from modernism and eclecticism to blaxploitation and objectification.
Midnight Star is a sci-fi shooter aimed at the core gamer. It used an energy F2P mechanic that didn't work, so we're axing it. Here's why...
A look at the media presence of Goat Simulator.
The concept of false choices is revisited in today's post, but looking at when things are too good and rendering the choice moot
The story of how I, a retired 45+ year resident of Tokyo, Japan from Johnstown PA, got into game development with Unity 3D, and why my slogan is: "35+ years of coding and only one game to show for it."
My personal, heavily subjective experience and reflections about Nordic Games Conference 2015.
This is a weekend summary post, it consists of the best posts from App Entrepreneurs Association. The main intention of the posts is to help app entrepreneurs in getting better app downloads and also help them converting ideas in to apps
Thanks to a lot of hard work in the background the Monogame team have implemented continuous NuGet delivery and enabled Windows 10 deveopment through new UAP/UWP project support
Invasion 101: Perception is essentially "Where's Waldo?" for mobile VR. It was developed by a team of three developers consisting of two artists and a programmer(myself). We made this as part of the Oculus Mobile VR Game Jam.