Last year, I wrote the articles about the nature of the Japanese mobile game market and so now I briefly summarized the last year's trends and this year's forecast in the industry.
Mobile game pre-production teams often focus on the wrong activities. Discussion about how to use a key risks based approach to pre-production.
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Werewolves Within, Obamacare & indies, and lots more.
How do you design emotionally meaningful decisions? This post aims to explore a dissonance in player motivation that can be leveraged to imbue decisions with emotional heft.
I'm not a fan of MOBA games, but became a fan of Awesomenauts. Does this mean the game acted as an entry point to the genre, or is it just a matter of liking or not particular games?
A look into the coverage of the Nintendo Switch event.
Things to keep in mind for VR developers
My recollections of the project, which took us over two years two make, and was also our first commercial game.
My first post mortem for my game - George: Scared Of The Dark.
A brief, case-study based observation on how designers can work around limitations and weaknesses of input and output hardware by making smart choices about their game's fictional world.
My personal experiences of the good, the bad and the ugly of working on a game both on my own and with a friend.
What happens when your game earns its own ad-ridden malware clone? We explore the issue on the basis of Robot Gentleman's recent experience with a clone of 60 Seconds!.