In the previous part of this series, we learned how to persist state to a scalable database. Next, we'll be creating the frontend, a small Universal Windows Platform game that accesses our backend.
Between published articles, interviews, and a couple of series, there was more than enough to pull together everything into some semblance of a form. So I self-published a two-volume collection called Game Audio: Tales of a Technical Sound Designer
This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.
Historian Bob Whitaker writes about his experience at GDC 17.
It should be no surprise that at a game studio, that some of the production processes, reports and cultural rules become games unto themselves.
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time".
Brief overview of the GDC 2017 UX summit sessions.
A bit of a post-mortem, a bit of marketing article, a bit of art. We were lost but ultimately found our way, it was the best of time, it was the worst of time. A retrospective of the development of our typing adventure game Epistory.
Is it possible to respect developers while disliking some aspect of their work? Is criticism tantamount to disrespect? Why are we all so on edge after the release of Mass Effect: Andromeda?
The 2nd of a 5-part series. Video game composer Winifred Phillips shares strategies from her GDC 2017 talk, Homefront to God of War: Using Music to Build Suspense. Part 2: Jarring Jolts, with discussion of jump scares, bumpers & whooshes.