In this podcast, writer and game designer Sande Chen, writer and designer C.J. Kershner, and game designer Ryon Levitt discuss the issue of games with mature themes.
Sharing what I've learned about open-world mission design from analyzing Assassin's Creed III
Romance subplots are tough to write even in traditional media. What special challenges do writers face bringing them into the interactive sphere? In this post, we look specifically at romances in non-branching games and how best to deploy them.
This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together 15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.
Let's examine how cutting features from a game can help make a better experience.
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.