I have heard so many claims this past week about women's involvement in games, gaming community and game development. So I thought it might be a good time to share a story of a nerdy country girl and her love of games.
What game monetization approaches are mobile game companies using, and which ones work? How can game makers strike a balance between annoying users and collecting some cash for their good work?
Inspired by Dr Who, I'm looking at making an action game with no guns, but a lot of running down corridors. The first steps include four working prototypes which test different game play approaches.
Memorable experiences are not just about "good things happenning" and "bad things happenning"; they are about complex feelings, "dramas". Dramas are what this article will look at: one from Super Mario Bros. 3, and one from Half Life 2 Episode 2.
This is a postmortem of Terranaut, a 2D exploration game that took a team of seven developers over 500 man-hours to complete.
As Sony and Microsoft continue to stretch the meaning of the word 'exclusive', I ponder how all these 'exclusives' actually benefit us as consumers.
This is a simple guide on how you should think when making video game purchases.
This blog post tries to explore narrative in games and tries to focus on how narrative can be delivered without a dialogue.
Our designer recently implemented ragdoll phsyics in our latest demo. He wrote up this simple tutorial to help teach anyone else that was curious on how to make their character models flop like fish.
I feel that these two games are very similar in the way they intend to involve the player in the plot. But they are interestingly different in the way these intentions are implemented in-game.