One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.
Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture
The team at Owlchemy Labs discusses the process of bringing two Unity-based titles to WebGL using the alpha version of Unity 5 and breaks down the porting process from an engineering and design standpoint.
Let's analyze nearly 2 months of traffic patterns on "New Steam"
An article on how I learned a fundamental lesson about communication and empiricism regarding game design.
Don’t go into VR with the intention of making a “genre game”. Instead, think about what would work best in this new medium.