As we dabble in how to "measure" PR, I thought I would share some insights on the past month and how (some) games were covered by media.
Why I'm doing open development on my next game.
What's the one thing that could help the developers create convincing, immersive game worlds? The answer might be counter-intuitive, but I am convinced the solution is just.
With a rapid-fire succession of layoffs and closures in the industry recently, this seems to be a relevant question. Are people an "Asset" or are they just "Consumables"? Many of us don't like the answer - and it isn't even sound business.
J.R.R. Tolkien on why we need, and love, escape.
A look back on how we designed and built our latest adventure app for children. Focusing on the design and art of this re-imagined story.
When Google is the greatest learning tool on Earth, and it's available for free, why is college still mandatory? I learn more in one afternoon outside of class than I do in a week. Who cares where you learned to do a job as long you can do it right?
For many of us, the reason we started our game company was so we could make the decisions rather than some accountant who never played a computer game. But we need to not ignore the business side in the same way the accountant ignored the game side.
The second of a series of blog post by Marco Tonetti. A guide through the creative process behind Game Developerz, from the very first thoughts about the game, going through production and company set up, all the way to running a Kickstarter campaign.
Here i describe our process of making Bias as our GGJ game and what we learned in our trial of making an educational game while not adding anything educational to the original game.
A postmortem of a year-long game-a-month project which aimed to create games that gave metaphorical hugs to the developer first and foremost, rather than to players.
An examination about communicating science on videogames to the public and gamers. What does it mean to social scientists and gamers alike.