In late 2012, ROBLOX launched one of the first iOS gaming apps to feature user-generated content front and center. How does user-generated content translate to the mobile space? This article explains how we made it work and what we could have done better.
The competitive landscape for games consoles is more complex than ever. Against this backdrop, Microsoft is poised to reveal its next generation console. IHS identifies three core strategies Microsoft needs to pursue to defend its position in the home.
Nintendo is struggling with the WiiU's market performance. Critics have argued that Nintendo is experiencing a 'Dreamcast moment' and should retreat from the console market. Here I give three reasons why this is unlikely to happen any time soon.
When we search for design pattern articles, we found essentially documentation concerning “Gang of Four” patterns.
But when I discovered GRASP patterns, I advise anyone interested to improve his skills design to look at these patterns.
In the previous article, I set the context of a personal journey of health within the backdrop of larger issues of quality of life in our industry. In this article, I continue that journey with my own personal experience of burnout and depression.
Does your game need to be long to be fun and well received by critics? What are the effects of a large scope on games made by a small team? What can be done to mitigate the deleterious effects of a large scope?
A Memory manager such as malloc is the ultimate black box, you ask it for memory, and you get back a pointer (hopefully). But what is it doing under the hood? Here I cover the basics of how memory managers work, things to avoid, and some best practices.