In this article, game designer Sande Chen explains the process of "learnification," as opposed to gamification.
Switch launch and its media coverage. Can Nintendo recover from the Wii U total lack of media appeal?
Details on Pac-Man's little-known ghost passthrough bug and why it happens, an excerpt from the book Bug Voyage in the current Rogue Souls Storybundle.
In the previous part of this series, we created the frontend, a small Universal Windows Platform game that accesses our backend. Finally, we'll be deploying the whole application to the cloud.
How I've been, slowly, expanding my fan-base in a niche market without creating a true hit-game but with respecting my audience and always putting them at the front of my business decisions.
During the work on our in-house game engine, the ABYSS Engine, I have come across a few rules, ideas and tips that help us make sure we have a nice work environment, clean code base, neat project setup and an overall high-quality software product.
We keep hearing the clarion call of "There's too many games!" Is there really? Are we facing a crisis-- or just growing pains as an industry?
Influencer marketing is the hottest trend in the marketing world right now. The question is if you should consider this form of marketing for your mobile game and is it worth the cost?
Through this article I will talk how Rolling Bob's HUD was designed from the scratch and how evolve by team work and iteration.
GameDev Thoughts: The Flaws Of Brainstorming Game Design Ideas
Here I talk about my own experiences with being an independent developer whilst having a full-time 9-5 job.
Hello, I’m Antonio Uribe, better known as Fáyer. I’m the Co-founder and Director of HyperBeard Games, an indie game studio based in Mexico City. The following text is a combination of an analysis and the story about the development of KleptoCats.