I never thought the day would come where I would passionately argue that fans should pirate my game rather than pay for it, but here we are.
Historians Bob Whitaker, Christopher Dietrich, and Joseph Parrot discuss Call of Duty Black Ops 1 and 2. Topics include the Cold War, the CIA, Jonas Savimbi, Manuel Noriega, Black Ops lawsuits, and secret operations.
Continuing an ongoing multi-part series on the relationship between music creation and the VR environment, this article explores how composers can use stand-alone virtual reality music applications to create original compositions in a virtual space.
Indie game developer David Pittman examines the structure of professional wrestling storylines, learns how to adapt them to his vampire FPS game, and draws parallels between the wrestling and games industries.
I just want to make sure you know why you felt barfy after playing virtual reality games at E3.
Project planning is one of the most crucial and difficult steps of a videogame development project. In this Part 2, we’ll look into the main internal factor technique we use: the “Puzzle technique”.
I transpose Simon Sinek's idea of the golden circle into game design language in order to figure out how the parts of a game concept influence each other from a replay value perspective.
We take a look at creating a simple generator that serves a specific purpose, dive-in to how it works and talk a bit about its downsides and to whom a similar code generator might be useful to.
Mobile offerwalls: crappy spam or legitimate monetization tool? Kongregate takes a look at the impact of an offerwall on players, buyers, and revenue.
Today's post looks at the use of gating and how it provides structure to your game's design.
How are we transforming an idea into something real.
Most folks need a trailer yesterday, but shortening the gap between "yesterday" and "two weeks from now" means that you might need to take a few steps to ensure a quicker transition.