Angel McCoy gives writers and narrative designers tips for how to improve on a story they work on. McCoy is a narrative designer at ArenaNet, working on the AAA MMO GUILD WARS 2.
It's not you, it's me. Well, mostly you. Why the immersive technology industry needs to start seeing new people so the market can grow.
We've been working on our game for over 3 years but still have trouble picking the right genre-blend. We go list-based to find the best fit.
Steel Harvest is a game I'm making that I really want to start getting people involved in and excited about. This isn't a dev blog post, but it'll lead to a whole bunch down the road.
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Mario speedrunning, the state of 'indiepocalypse', & why it's hard to make games.
Explains how to setup your UE4 code project to use P4 as your main source depot and how to integrate latest releases of the engine from Epic's GitHub source depot.
Lately, there's been discussion about modern fighting games and their efforts to attract more casual players. I believe there are many barriers that prevent this, but should all these barriers be eliminated entirely?
With the rise of VR and ARGs it seemed that taking a look at a popular game that lived and died by it's peripheral and full body interaction was prudent. So, we take a look at DDR and what it did right and what could have been better.
This time I'm going to show you handy editor script that allows us to extend the UI context menu by our newly created component. The script is tiny, but I also wanted to point out the sole possibility of extending the editor.
An explanation from global game publisher LAI Global Game Services on how the new regulations in China impact mobile developers releasing their games in the Chinese marketplace.
The games industry has had a very haphazard approach to choosing how to name its sequels in long-running franchises. It's confusing for the consumer, but it also poses a problem for game search-ability and preservation.
What can be done?
So you have 10 different concepts for a game. For you to make money of it, it needs to be the most engaging and have good retention numbers when you look at the analytics data of your released game. How do you decide which concept to develop first?