Game developers must understand the value they generate, and learn to benefit from it.
Here is Part 2 of the presentation that I gave at the recent GameSoundCon in LA a few weeks back. In this part I introduce the experiment I performed to compare the functionality of three of the most popular middleware solutions for adaptive music.
Today, the documentary feature film "Beep: A History of Video Game Sound" posted a 39 minute video of an interview I did with them, in which we discuss the art and craft of game music composition. Included: interactive techniques, working with dev teams.
A brief and to-the-point write-up on the things I’ll try to do differently on the next project, based on notes I took during development.
My experience porting 80 Days from iOS (Native) to Unity for release on PC and Mac.
I worked with Brookhaven National Laboratory and the New York Historical Society to recreate one of the first videogames ever made: 1958's Tennis For Two. Here's what I learned by recreating a game designed half a century ago.
Any programmer who has ever grafted multiplayer functionality onto a single player game will tell tales of just how difficult the process can be. For Rapture, the process went relatively smoothly because we planned ahead for lockstep multiplayer.
Detailed comparison of how new genre RTS games like Rival kingdoms are attempting to innovate & improve over ageing counterparts like CoC, to refresh & build next generation of mobile gaming experiences.
Beta testing is a critical aspect of game development – why not apply the idea to everything?
More and more first person shooters are releasing without single player campaigns. What could this mean for the future of the genre?
Full credit to IGN for posing the question originally. This is my take on the same issue. Original article linked withi
Dice, the developers of the battlefield franchise are behind the latest battlefront game. Some of the battlefield game modes ended up in a reworked and improved format in battlefront. This article points design changes out which explain the improvement.
We can never be tired of hearing developers' stories but this one is particularly different.David Nunez,Founder and Game Designer of Queen Birdface Productions has never met his partner Chris Hall, with whom he has been working for an impressive 12 years!