While most games speak to our desires as individuals, Rogue-likes speak to our desires as members of groups, from groups as small as families, to groups as large as civilizations.
Dark Souls 2's DLC was a chance for the developers to hone their craft. Despite some novel ideas, though, the DLC was mostly characterized by tedium and absurdities. This is the first of three articles, each emphasizing environment and encounter design.
There are lots of choices we make as indie game developers that have lasting effects on our careers, from the platforms to the tools to the game genres we choose to spend time on. This post is about some of those choices.
'Know them for their fruits.' This has been my guiding principle in judging what is worth doing and not doing. As an artist and a mom, I have fallen in love with the opportunity of indie game development, yet 5 years later I witness too many kids
In preparation for our Steam Greenlight campaign, my team and I decided to use a Concept page as a trial run. In this post I share the data acquired and lessons learned from the brief concepts campaign.
It's game convention time again and here are my top 10 tips to help you get by at events like PAX, E3 and GDC.
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers.
This entry focuses on Spy music.
Useful common Visual Studio shortcuts
As GDC 2015 draws near, the wealth of new and emerging game platforms will be front and center. Here are some of the trends to watch.
Bringing your game to the browser is becoming easier now as the asm.js technology matures. This post focuses on some things to pay attention to when bringing a game to asm.js.