Have all modern video games become too easy and predictable or are there just more of a variety of gamers at our disposal?
This blog is about the use of Quick Time events in games. Whether it's good or bad, how it's changed over time and examples of successful and unsuccessful uses of said trope.
Tips on how to correct the aspect ratio of older games, especially from the MS-DOS era.
This week's blog talks about bringing games back to the living room, and the trend of indie games moving back to a multiplayer focus.
In this article I provide a chronicle of our turbulent terrain development, what lessons I've learned and what's next. Also, why tetrahedra (probably) rule and voxels (mostly) drool.
There's something demented about voluntarily participating in what's basically "crunch mode" for no reason other than to make something cool but I'm glad I did it. Here's my post-mortem on how things went and my general design process.
As a member of several game development communities, a contentious (yet popular) topic seems to be the 'M' word: monetisation.
Along side making Amazing Frog? we have also been working with Dr Jody Mason on a game called Cascade. The game environment is a kind of simulation of Alzheimer's Disease. The gameplay is derived from the research.
How we discovered that mobile games aren't suited for average players.
Casual gamers are not what we used to call 'players' 20 years ago.
Summary of my busy week at Neuron Games, Inc.