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Posted by Winifred Phillips on 06/28/16 11:20:00 am in Audio, VR
Continuing an ongoing multi-part series on the relationship between music creation and the VR environment, this article explores how composers can use stand-alone virtual reality music applications to create original compositions in a virtual space.

Posted by David Pittman on 06/27/16 10:44:00 am in Design, Indie
Indie game developer David Pittman examines the structure of professional wrestling storylines, learns how to adapt them to his vampire FPS game, and draws parallels between the wrestling and games industries.

Posted by Kris Graft on 06/24/16 06:07:00 pm in
I just want to make sure you know why you felt barfy after playing virtual reality games at E3.

Posted by Mathieu Lachance on 06/23/16 10:16:00 am in Production
Project planning is one of the most crucial and difficult steps of a videogame development project. In this Part 2, we’ll look into the main internal factor technique we use: the “Puzzle technique”.

Posted by Richard Hill-Whittall on 06/22/16 10:24:00 am in Production, Indie
Best Buds vs. Bad Guys - about a game I created with my son Lucas, who was 11-years old when we began (he is now 12, fast approaching 13!).

Posted by Isaac Ashdown on 06/22/16 10:21:00 am in Design, Programming, Console/PC, Indie
All Walls Must Fall, the first commercial project from inbetweengames, takes place in the procedurally generated nightclubs of a divided Berlin. In this post, programmer Isaac Ashdown outlines the algorithm used to generate these clubs in Unreal Engine 4.

Posted by Thomas Bidaux on 06/21/16 10:58:00 am in Business/Marketing, Console/PC, Indie, VR
E3 is now over, the weekend has passed, the attendees have flown back to their homes, and it is time for me to go over the media coverage of the events, as is now traditional.

Posted by Alex Nichiporchik on 06/20/16 05:26:00 pm in Business/Marketing
G2A Sold $450k worth of SpeedRunners, Party Hard, and Punch Club.

Posted by Lars Doucet on 06/20/16 03:40:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Programs can be CPU or GPU bound. Is your game Audience-Bound, Appeal-Bound or Ability-Bound? What's limiting your success?

Posted by Junxue Li on 06/20/16 02:06:00 pm in Design, Art, Smartphone/Tablet
Today people appreciate beautiful hand painted graphics in game. In this article, I show you a few samples of how these paintings are used in mobile games, with pictures from famous games.