Plague Inc: The Board Game was my first tabletop game project, and when it all began I was hungry for any advice I could get. Now that we have successfully fulfilled our Kickstarter I wanted to share some of the lessons Iíve learned.
On strangely enchanting old games, thinking of games in physical terms, and the potential of flaws to create liminal spaces.
All of the major game stores (Steam, GOG, Origin, Uplay, itch, etc) serve different groups at the same time, many of which have competing interests.
The article presents solutions how to write more reliable game code and avoid common mistakes in video game programming.
This post describes the higher level layers of the immediate mode UI system we use at Our Machinery.
One of the first steps in the creation of advanced F2P business models for games was a complete analysis of the strengths and weaknesses of all existing business models worldwide. This was completed in 2009 and is being made public now for the first time.
Casual game design comes in all shapes and sizes, and today's post looks at the use of lunch break game design and how it packs a full game into a compact package.
This is a postmortem for a summer research project at the Guildhall in conjunction with the Psychology Department at SMU.
A behavioral simulation in VR for the Psychology department at Southern Methodist University meant to train individuals to keep them safe, The Avatars Project was much needed upgrade to better benefit the community.
Interview with Tobias Ruskan, lead designer and producer at Saibot Studios, known for the horror saga, "Doorways".
This interview serves as an appendix for "Game Development in Latin America"
This might have been the worst E3 yet, but there's plenty to learn. Here are some takeaways.
How free-to-play, indie and mobile games will be finally able to raise funds in crowdfunding effectively.