We feel like sharing everything we've learned during our successful crowdfunding campaign for QuizWitz. Part 1 will focus on the theory and the benefits.
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from environmental storytelling in Fallout 4 to connecting games to the art disciplines of brutalism and opera.
Taking your game to an expo for the first time is always going to be, well, messy. We did some messing up so that hopefully you won't have to! And we won't have to make those mistakes either on a bigger, international stage.
Navigating a series of professional peaks and valleys, Erich Schaefer and Travis Baldree consider leaving Runic Games to form a new development studio. Their team: just the two of them.
We continue our journey through the development an occult stealth indie, this time with details about the narrative development, including the creation of the protagonist and how Its strong personality influenced many of our creative decisions.
An introspective look at working on an Indie while living abroad, and isolated from your partner.
Designing a new concept of game, which blends physical and digital and is played on both tabletop and tablet screen, is super hard! This is the story of how we, a small London indie studio, designed and then completely re-designed Fabulous Beasts.
An interview with the Art Director of Planet Nomads, the upcoming sci-fi sandbox game of creation and survival on procedurally generated planets.
Setting up an app monetization strategy requires expertise, time, and effort. A significant amount of games fail when it comes to reaching a desirable revenue level. What is the best monetization model for a game? Should one stick to best-suited model?
Educational games can provide assessment without tests. As players engage in immersive environments we can record their interactions without pausing for tests.