tinyBuild's guide to building and running a booth at PAX. Top 8 tips.
History Respawned's Bob Whitaker talks with historian Zackery Heern about 1979 Revolution Black Friday. Topics include revolutionary ideologies, religion, and America's place in the Iranian Revolution.
Randy thinks a bit about his love and frustration for Clash Royale.
In the following, I will give some insights into what we tried at InnoGames, and how we have made very promising steps towards a highly engaged mobile player base.
In this article, game designer Sande Chen follows up on the ways games can provide a truly emotional experience.
Deep dive in to hooks and baits of social casino games, utilisation of psychological principles for unique monetisation and conversion opportunities.
Demoing VR content isn't necessarily a new art, but it's one that I feel isn't well understood or done correctly. This Blog is a collection of tips and tricks I learned showing off our first roomscale VR game at PAX East 2016.
Melodrama makes any serious writer cringe - but it's perfect for games as it combines high emotional impact with brevity by using cultural tag markers.
Story can be found in unexpected places in games. In this article series, I will discuss my thoughts on finding narrative in surprising places, and applying those structures to your own games.
Many studios decide to self publish in the hopes of larger revenues or as a result of failed publisher pitching. the tasks of publishers are marketing and user acquisition only, it should be enough to hire a marketing person? Nope.
Today's post looks at the implementation of context sensitive commands and the thought process that goes into them.
My company (Creaky Corpse Ltd) recently published March of the Living, an indie roguelike by Machine22. This was the first time I’d ever published a game by another indie developer, and I found the journey incredibly eye opening. This is what I've learned