The internet has made all kinds of content available for anyone in the world to access. However, that doesn’t mean that it is free to take and use for your own purposes. Here's a primer on intellectual property protection for game developers.
tinyBuild recently announced and showcased our first VR game at PAX. Here's how showing Stage Presence to thousands of PAX goers went.
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.
The Magic Circle places no artificial limits on the number of creatures you can drag around with you in the world. This is a simplified description of some of the major optimizations that went into making that possible.
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.