In this article, game writer Sande Chen looks at a virtual reality experience made for social impact.
The postmortem for Alexis Kennedy's 1920s Lovecraftian card game Cultist Simulator, an indie success story for 2018.
The 4th of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 4: Comfort versus performance, with a discussion of composition & recording methods to address the VIMS problem.
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
Examining the "ideas are cheap" mantra via Breath of the Wild and Xenoblade Chronicles
A look at how distribution and visibility have changed as Steam has moved from Curation, to Greenlight, to Steam Direct.
A short study of the level from The Last of Us Part II gameplay trailer.
Why is it so hard to have a game with both amazing gameplay and a rich story? Is there a reason why these two aspects seem to conflict with eachother, and is there a way around it? Let's find out!
Though we view our games as a single item, no two people see the same game. In this article, Nicholas Kinstler explains how players can perceive the same game in different ways and provides some insight on how to account for variations in perception.
The main objective of this blog post is to give you an idea about ScriptableObject in Unity.
Murray Lorden takes a retrospective look at the development of his third game B-Grade Renegade, and discusses how it represents part of a longer journey towards becoming a fully operational death sta... er, game developer, making the games of his dreams.
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense - the JAGUAR Type S tank.