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February 9, 2016
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Today's post looks at the different progression models of two of the hardest games recently, and how the philosophies differ to create two unique experiences.

Posted by Freddi Jeffries on 02/08/16 01:14:00 pm in Design, Programming, Production, Smartphone/Tablet, VR
The second in my Virtual Reality bog series!

Posted by Matthieu Richez on 02/08/16 01:14:00 pm in Business/Marketing, Console/PC, Indie
The Numbers of the Beast. 5 months after releasing our indie game on PC, a whole lot of data on how much did it cost, how we fund it, how did it sold and some datas about the players. Real fun!

Posted by M. Joshua Cauller on 02/08/16 01:14:00 pm in Business/Marketing, Design, Indie
Your game isn’t for you — it’s for the players. There’s a magical transition the moment the controller hits a player’s hands: the game becomes theirs. This is also true the moment a player sees your trailer. Hopefully.

Posted by Alex Dvorak on 02/08/16 12:40:00 pm in Design, Console/PC
A post explaining how we here at Two Hat Games are handling our in game menu system for Building 37.

Posted by kati Nawrocki on 02/08/16 12:40:00 pm in Design, Production, Indie
The Playcrafting Winter Expo in New York yielded some great insights for MAMA HAWK that we are currently implementing.

Part 1 of a 12 part series exploring the development, history and design of "Axis Descending" as it is exhibited, marketed and developed. Part 1 discusses the origins of the project and an introduction.

Part 1 of a 12 part series exploring the development, history and design of "Axis Descending" as it is exhibited, marketed and developed. Part 2 discusses the importance of failure and validation throughout development and design.

Part 1 of a 12 part series exploring the development, history and design of "Axis Descending" as it is exhibited, marketed and developed. Part 3 discusses how important it is to take notes and keep a sketchbook handy wherever you are.

Posted by Haley Uyrus on 02/08/16 12:40:00 pm in Design, Production, Console/PC, Indie
Haley Uyrus looks at the current state of game narrative and the exciting future ahead -- focusing particularly on Ken Levine's in-game narrative legos, which would eventually lead to a seamless player-driven narrative.