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.
This article offers some tips for managing an art team, to meet the goal of delivering good works within deadline, and within your budget.
Even a good game design may be doomed from the start: anyone launching in a competitive game category requires a strange attractor for user attention. Learn how to develop a good game concept using the principle of a strange attractor.
This crash course aims to provide a simple toolkit for anyone interested in introducing more realism to the armors of their game, and making them functional rather than just decorative.
By now we have heard a lot about procedurally generated maps but, how about procedurally generated narrative? What do you know about that? Learn why you should care about it.
An update on the new approach for creating environments in Opposable Game's Salvaged.
This post emphasizes on how to create wonderful and attractive app icons that can attract more number of users.
Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more.
How to come up with an idea of your game's future name? When it's time to think about naming and ASO? What's the "three words magic" everyone is talking about?
It's one of the most controversial topics in game design, and it's all a big misunderstanding.