In this post, Jo-Remi Madsen of D-Pad Studio (Owlboy, Savant - Ascent) writes how 'games as service' ended up delaying Owlboy for a long period of time, due to maintaining their first minor title.
Video game composer Winifred Phillips presents extra research & scholarship gathered for her GDC 2017 talk: Homefront to God of War: Using Music to Build Suspense. This info (not included in the talk) is useful for designers wishing to enhance suspense.
Netmarble launched their Clash Royale inspired Star Wars game just under a month ago. On paper, this game sounded like a sure shot but since launch, the game has all but disappeared from the top charts. This post answers to why the game failed.
This week's Video Game Deep Cuts include everything from a witty video appreciation of Kingdom's design to an Alpha Protocol retrospective, & lots more.
Fire Emblem Heroes had a large success in Japan and the US. I'd like to explain the analysis of game design and monetization of the mobile game, the relationship between battle system and growth and monetization.
Historians John Harney and Michael Woods discuss Ultimate General: Gettysburg and the history of the Civil War. Topics include war as an object for pop culture and the controversial use of the Confederate flag.
Angel McCoy gives a few tips to new and future writers on how to build a strong skill foundation before the interviews begin. McCoy is a narrative designer at ArenaNet, working on the AAA MMO GUILD WARS 2.
This article concerns the dramatic value of player-character motivation and in story-driven games. The featured case studies illustrate techniques for adding a second narrative layer to game objectives, and how this layer can heighten player immersion.
Angel McCoy talks about non-player characters (NPCs) and how they help drive the story you’re telling. Learn this narrative designer's philosophy of NPC design and why willy-nilly NPC design ends in tears.
Digi-Capital’s new Augmented/Virtual Reality Report and deals database recorded VCs and corporate investors pouring $2.3 billion into VR/AR startups last year, or over 3 times the $700+ million invested in 2015. So who raised all that cash?