Great games come from great studios and all great studios tend to have few common characteristics.
In this article I share my thoughts on how to think about bugs, how to get rid of them, and how to get better at it.
In this article, I talk about the current situation of the China mobile market, and what the trend means to mobile game developers in the west to get into it.
A lot of people don't realize how much you can do with an expo pass. I'm a big advocate for them, so here's a big explainer!
Get a sneak preview of the 2017 Level Design workshop, hosted by GDC on Feb 28. The speakers will introduce their topics, as well as roundtable some questions submitted by the LD community.
Iíve been able to hang out with the Nintendo Switch for a few days to gather some pre-launch impressions.
With VR going as far as it has in just the last year it's exciting to guess where it might be by the end of 2017.
The fourth in a series documenting the production of a commercially viable game, entirely unaided. In this article we explore mazes, numbers and historical figures with very stupid hair.
One of the most important ways to drive engagement in an app or platform is focusing around user feelings and how they evolve. Habits and strong relationships get created as feelings evolve; attaching these to products is a sure way to boost retention.
A simple approach to a simple game AI. We here debrief our process of designing a smart enough AI using a Finite State Machine, enjoy :)
Steve describes development of a player character with responsive and versatile aim posing. This approach retains a hand-animated look and allows aiming during all of its other animation states and transitions.
Hi, itís a me! Again! This is the second part of a little piece I wrote a few weeks ago. In this second part of the series I wanted to show you guys how we manage to generate the structure of a level with a technical approach.