Historian Bob Whitaker writes about his experience at GDC 17.
It should be no surprise that at a game studio, that some of the production processes, reports and cultural rules become games unto themselves.
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time".
Brief overview of the GDC 2017 UX summit sessions.
A bit of a post-mortem, a bit of marketing article, a bit of art. We were lost but ultimately found our way, it was the best of time, it was the worst of time. A retrospective of the development of our typing adventure game Epistory.
Is it possible to respect developers while disliking some aspect of their work? Is criticism tantamount to disrespect? Why are we all so on edge after the release of Mass Effect: Andromeda?
Today's post looks at the debate of used games and what it means for stores, consumers and developers/publishers in the growing digital landscape.
Our game designer Wytze shares some of the design changes we have planned for the behemoths at the center of every game of Antegods, the titans!
Having a character that works within your game's mechanics can act as a fun and accessible tutorial system. Our approach avoids the need for a skip button without wasting the player's time.
Article puts light on the problem of re-traversal in side quests design of the open-world Games.
As you becoming more involved with VR you will face more competition.
The Importance of Player Choice in Game Design