The 2nd of a 5-part series. Video game composer Winifred Phillips shares strategies from her GDC 2017 talk, Homefront to God of War: Using Music to Build Suspense. Part 2: Jarring Jolts, with discussion of jump scares, bumpers & whooshes.
Garden Wars can be summed up as a definitely-not-profitable project, that almost pays for itself in other ways (but not quite). Here are the top 8 reasons why development was tougher than it should have been.
This week's longform game article/video highlights include CIA board games, the art of escape rooms and The Oregon Trail's genesis.
You've expended months of creativity and energy making your latest game, and now your mind turns towards publishing and marketing it to the wide world. Fear begins to crawls around your belly, like a hungry chinchilla. What do you do?
Project management is the sexiest topic in all of game development. Seriously. It's the thing that makes us into rock stars and pop culture idols.
For real, it's boring, but it's the most necessary aspect of ensuring your project stays on schedule.
For years I wondered how to marry comics and games, I found inspiration in the webcomic format.
Shared some data and my thoughts about GDC 2017. Also shared my point of view of VR for the game industry.
For artists to start working on mobile game saga maps, you need to give them zone descriptions, this article covers all the essential points you should include in the description document.
So many platforms to release games on, and so many tools you can use to create those games. Which platform is best to release games on? Mobile, PC or Console? I have some thoughts on that based on my experience of releasing games on all.
Let's take a look at what types of random effects Hearthstone utilizes in its design.