Steel Harvest is a game I'm making that I really want to start getting people involved in and excited about. This isn't a dev blog post, but it'll lead to a whole bunch down the road.
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Mario speedrunning, the state of 'indiepocalypse', & why it's hard to make games.
Explains how to setup your UE4 code project to use P4 as your main source depot and how to integrate latest releases of the engine from Epic's GitHub source depot.
Tips for strengthening your creative process, and techniques to help you capture your creative ideas.
In this second part of the post about Hero's Journey, I examine how Vogler's Hero's Journey structure is applied to Brothers: A Tale of Two Sons.
After my first post about the tech arms race in the AAA space, I ponder why the same mindset isn't prevailing in mobile games.
In this article, game designer Sande Chen compares writing for VR to game writing and explains how game writing fulfills a bigger role in the game than just providing story and plot.
With the 3rd main VR headset now out and available to all, I had a look at each of the launches media coverage.
Game music composer Winifred Phillips breaks down the popular horizontal re-sequencing technique, with music examples and a video tutorial showcasing techniques from one of her projects (The Spore Hero video game from Electronic Arts).
How achievements, trophies, and badges in games can lower player motivation under the wrong circumstances.