This post describes the higher level layers of the immediate mode UI system we use at Our Machinery.
One of the first steps in the creation of advanced F2P business models for games was a complete analysis of the strengths and weaknesses of all existing business models worldwide. This was completed in 2009 and is being made public now for the first time.
This is the story of how shortly after releasing a tiny, $5 indie game, I was inundated by every scam imaginable to steal my delicious Steam keys. You could call it a tongue-in-cheek commentary on protecting your brand as an indie.
In a rare roundtable, Swery, Koji Igarashi, 4gamer journalist Masatoshi Tokuoka, and Necrosoft Games' Brandon Sheffield discuss the future of the japanese game industry.
Games software/hardware combined could drive >$150B for the first time in 2017, with software taking around 3/4 and hardware around 1/4 (Note: this is games software/hardware combined – non-hardware revenues could deliver >$110B globally this year)
We did a couple of live stage performances where we improvised a new soundtrack to someone playing Journey and Ori And The Blind Forest. This post shares a video compilation of the performance and explains our approach and what did and didn't work.
In the GDC 2017 audio track, several interactive music systems were presented. In part 2 of her 3 article series, video game composer Winifred Phillips discusses the pros & cons of these systems, while also sharing case studies from her own projects.
Revisiting a research paper from 2009, here's how I'd approach the problem today.
This week's highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
Building on my previous blog post I discuss further on how to help mechanics grow, with using them in multiple ways to help players learn.
First post on: http://www.maxpears.com/category/blog/