Designer Keith Burgun makes the case for why single-player should be perhaps considered the ideal/default way to make strategy games.
A look at coming "cloud based" game development methods compared to traditional development from the perspective of one veteran video game developer. This article is intended to be informative to non-developers as well as developers.
With the arrival of VR, this blog post looks at the 5 fundamental aspects of marketing and promotion which are essential if your product is to succeed.
With the help of self-made 'mission design heatmaps', I look at the efficiency of open-world space usage in Assassin's Creed II missions.
Clash Royale was cloned in China's massive mobile game market in just a week, becoming just the latest victim of Chinese piracy. Security expert Mary Min explains why this problem is so pervasive - and how developers can prevent it from happening to them.
Raw Fury is an indie game publisher (or micro publisher or whatever they're calling us). Kathy Rain, our second title, was a critical success. It wasn't a financial success though, at least not yet. Despite that we'll continue funding the studio.
How do real-world production decisions affect the look of game characters? This is the subject of a new study from the Media School at Indiana University that is looking for industry participants.
In this article, game designer Sande Chen argues that commercial game developers can benefit from adapting their games for education.
Since it's been around for a longer time than videogames, let's rip off experiences from the Cinema history and make our industry better!
Learn about ArtCraft Entertainment's brand development process used to create throne war MMO and Kickstarter success, Crowfall. We dissect and pass on insights for logo creation, visual identity and the impact of community.