Another of my Metroidvania source interviews -- this time with Jools Watsham of Renegade Kid, developers of Xeodrifter.
Indie developers struggle with the question of how to price their game and when to put in on sale. This article gives a framework for understanding pricing and suggests a 3-step approach, including a recommendation to announce price drops well in advance.
@Play is back with a long article about the legacy and future of Genesis roguelike-ish game ToeJam & Earl.
Has anyone ever done research on whether playing on the red team or the blue blue gives one a mental edge in games? Yep.
contract( ) (pronounced Ďdo contractí) generates free, plain English agreements for and between game developers. Itís based on the idea that developers do not need legalese to come to an agreement or to resolve a disagreement.
What does turning fifty in game development mean to me? I canít imagine a life that doesnít involve making games. Over the years, Iíve grown and changed--and Iím nowhere near done yet. As an industry, we can grow and change too.
This article is the third in a three-part series on prediction and using predictive metrics in the gaming industry.
Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided.
Learning stenography for text input and programming, mostly for ergonomic reasons. A weird but interesting journey!
In 2002, Humongous Entertainment was a company beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title that broke all of the rules: "Moonbase Commander" - the best game you never played.