A small collection of best practices distilled from the past 4 years of making games with Experiment 7, Impeller Studios, and Autodesk.
Let's go back to basics in a quick discussion on narrative, cutscenes, and viewpoint changes. What are the downsides of the old "Meanwhile..." trick in a video game story, and how do you mitigate them?
In many online multiplayer games, players enter as strangers and remain strangers. We can instead design systems that actively encourage friendship formation. A Project Horseshoe report.
Running a great playtest means considering playtester’s every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?
In the previous part of this series, we've started to create a small cloud backend with a single actor. In this post, we are adding the web service that is acts as interface between the frontend and the actual backend services.
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.
Estimated at over US$25 billion, China is the biggest gaming market in the world. Government regulations however can pose a challenge to developers so this article aims to provide a better understanding of China's gaming regulations and how to comply.
Examining Steam Discovery like any other MMO with issues in balancing, matchmaking, information availability, and unintended aggregate results from poorly considered reward structures
What I've learned after trying to keep up a video game/design blog on a regular schedule.
A look at the overall media coverage of video games in 2016.