Reflections on Junction Point's original mission. First, episodics. Second, collaboration with Hollywood. And some thoughts about one way (among many) games and movies differ.
My code's checked in on intertubes,/
The frogs are croaking in their cubes,/
The AP wants it yesterday,/
The milestone seems so far away./
This article sums up what type of game developers would incline to outsource art works. This could be a road map for art service providers: from whom you would look for orders.
A combat analysis of one of the standout levels in Gears of War, looking at how successful design principles are used to create an entertaining combat experience.
In this article, game designer Sande Chen distinguishes between offensive characters and offensive material, and explains why it's important to keep track of authorial tone.
Your game's been selected to showcase at a big livestream at a show. Congratulations! This is your moment of glory. Now what?
Composer Ryan Henwood talks about making music outside his comfort zone for Lovers in a Dangerous Spacetime.
Talking directly to players can reap huge benefits but the risks often prevent developers from wading out into the fray. Here are 8 tactics that have worked for me to help earn player respect and keep the conversation productive.
On the need for more compassion and empathy when things don't necessarily go great for people making games.
Ian Sharpe, CEO of Azubu, will discuss factors that have ignited the passion for eSports beyond major tournaments and occasional ESPN coverage, and where eSports has the greatest opportunities to grow in the near future.