This article shares music production tips from the GDC 2016 talks of Laura Karpman and Garry Taylor. I've also shared practical examples from my experience composing for live orchestra for the Ultimate Trailers album (including listening samples).
The internet has made all kinds of content available for anyone in the world to access. †However, that doesnít mean that it is free to take and use for your own purposes. Here's a primer on intellectual property protection for game developers.
tinyBuild recently announced and showcased our first VR game at PAX. Here's how showing Stage Presence to thousands of PAX goers went.
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.
The Magic Circle places no artificial limits on the number of creatures you can drag around with you in the world. This is a simplified description of some of the major optimizations that went into making that possible.
tinyBuild's guide to building and running a booth at PAX. Top 8 tips.
When level designers talk about Hammer, usually the reaction they get is: "But it's ancient! Nobody should use BSP/CSG these days!", which is not always the intention. Hammer has great basic geometry building UX, and other editors could learn from this.
Demystify AI by viewing it as an extension of existing subsystems.
After six years of trial and error experiences promoting my games, Iíve compiled some essential tips into one video!
Part 2 in a new series of quick legal lessons for indie game devs.
TODAYíS TOPIC: CHECK YOUR GAME NAME BEFORE YOU COMMIT!
Mega Dwarf's guide to getting a niche game Greenlit.
An introduction to Puzzle Dependency Graphs, an analytical technique which can be used to gain insights into the size, structure and complexity of a game.