Unsung heroes like Simon Carless, Kelly Wallick, and many others, have changed the landscape of indie games for the better, but receive little recognition for their efforts. Let's change that with a very indie Thanksgiving.
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.
The dust has settled since launch and I finally feel like I'm in a position to collect my thoughts and do a 'round-up' piece on Big Pharma, share some of the things I've learned.
I often get the question when teaching developers test driven development (TDD), “How do you test private method?” The short answer is you don’t, but there’s also a longer answer...
How to create an animated loading screen in Unity 5 using C# and coroutines.
Working as a single indie I've had to develop a quick, efficient, process for designing and creating my levels. Maybe my methods could help you too.
Today's post touches on the concept of game accessibility, and some of the factors you need to think about in terms of consumers with impairments playing your game.
This week we will be taking a look into Jetpac, a retro game from 1983, and discussing what current day Game Designers can learn from it.