Part 2 of designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion. This article focuses on tips and tricks!
Best practices for letting the player know what questions your enemies are asking.
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
I discuss some thoughts on music and what game design might be able to learn from it.
Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!
Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors.
Assets production pipline with Houdini Indie and Unity3D. Also fake blending technic is described. InCell VR is an explorational game with strategy and racing elements designed for VR devices. It’s also playable without VR device on Windows, Mac and Linux
Over the course of development, I'm constantly finding cool features of Unity and c# that I never new existed. I've found some that are really useful, so I'm going to start sharing them regularly here.
72 hours before campaign launch. Where is that stress ball?!?
Brianna Wu is leading a revolution in gaming. I recently had the great pleasure of chatting with Brianna about her work at GSX, development challenges, and the state of the industry.
Staying motivated is hard. Motivating yourself can be even harder.
USING PEOPLE’S NAMES AND LIKENESSES IN VIDEO GAMES:
WHAT EVERY GAME DEVELOPER SHOULD KNOW