Some folk write lore because it’s what they love doing, some folk write lore because they need it to fill the technical manual spinoff book, many because isn’t that what you do when you’re making an SFF game? Well, not always.
Closed APIs and massive compute requirements are large hurdles for universities.
I'm working on a procedural music generator that composes music and plays it using digital instruments. It's already producing pretty interesting results in the early stages so in this post I share the basic ideas and discuss my approach to coding it.
This is an overview of the full motion video pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll investigate how we were able to achieve our remastered FMVs.
With every game launch, key scammers come out of the woodwork. These 10 tips will help you spot them, so you can be confident you’re sending keys to legitimate reviewers.
This week's highlights include a look at innovative 'alternative arcade' Two-Bit Circus, a retrospective on the creation of GoldenEye for the N64, and lots more besides.
We’re about to release Frozen Synapse 2. In some ways, it’s the culmination of 17 years of involvement with indie games in one form or another. This would seem like a good time to look back and write some kind of inspirational blog post...
Heaven's Vault uses a knowledge model to track the player's activity and offer valid actions and dialogue. But it's also letting us give our characters' something else: a train of thought to guides what they say, when.
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.