In the previous part of this series, we learned how to persist state to a scalable database. Next, we'll be creating the frontend, a small Universal Windows Platform game that accesses our backend.
Between published articles, interviews, and a couple of series, there was more than enough to pull together everything into some semblance of a form. So I self-published a two-volume collection called Game Audio: Tales of a Technical Sound Designer
This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.
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".