QA in the games industry has always been a second thought, but the quality of our games is too precious for it to continue to be downplayed. In this post, we discuss the merits of maintaining a core team and of developing your group to fit your needs.
Hi! My name is Gabriel Brasil and I have been working in the past few months in a game called Crack In. It was a University project, so it is, currently, just a MVP of what we plan to release.
With MonoGame, we have the power of the content pipeline, but how do you effectively use it to save you time and effort when building games?
Using the Content Pipeline, you can pre-bake or process content at build time, saving you valuable cycles in game
On how your game (and community) comments on mechanic can sometimes be more important than what the mechanic really does. (Shown on example from Hawken, cross-inspired by two articles on gamasutra)
In the previous post about the basic scrolled list I listed out some performance issues that it involves. Today I’m going to present a much more robust solution, which we came up with at Tabasco.
Jumpy Rope post mortem. How not making a plan leads to under estimating the effort of releasing a game.