This is the first post of a series about designing levels for Moveless Chess, an innovative new puzzle game by Beavl.
Some key takeaways from my first time at Indiecade.
I was not a VR fanboy. I tried a VR game at TwitchCon for 10 minutes. I am now a VR fanboy. In this article I explore the reasons why, and my analysis of how VR games immerse players differently than other games.
How indie developers can use the fear of failure to empower themselves.
After almost 4 years of development, we’re ready to say that the launching of our most ambitious indie game is really, really close. Today I would like to tell you how King Lucas project was born almost four years ago.
How do game developers decide which games to launch? And how do they know when those games are truly ready? At Hothead Games, we’ve developed a “Green Light Process” to guide such decisions. Here’s how you can implement a similar process in your studio.
Concealed Intent was released in August after a time in Steam's Early Access. Here are some stats collected on sales (vs costs), promotional keys & marketing.
Taking a look at how most modern military shooters are mechanically based on abstracting World War 2.
A quick postmortem of Phosphorus Dating, an awarded dating simulation game created for JS13K competition.
Story is usually an important element in our games, but a great narrative is only as good as the method we choose to communicate it. Let's take a look at how some modern games blend together narrative and interaction to craft deeper experiences.