Interview with Kellee Santiago, former CEO of Thatgamecompany, responsible for Journey, Flow and Flower.
This interview serves as an appendix for "Game Development in Latin America
Industry of game developing are growing really fast, and new roles emerging all the time, now we are facing a new dedicated role appearing on market. Deidcated world designer! Who he is? What his job is? Whe we need him? Here is quick overview of it.
Does using animal characters in the game make it better? Make the game more attractive to a greater audience? Read out to find out how Koukoi Games dives deeper into this topic what comes to its Crashing Season mobile game franchise.
Casual game design comes in all shapes and sizes, and today's post looks at the use of lunch break game design and how it packs a full game into a compact package.
This is a postmortem for a summer research project at the Guildhall in conjunction with the Psychology Department at SMU.
A behavioral simulation in VR for the Psychology department at Southern Methodist University meant to train individuals to keep them safe, The Avatars Project was much needed upgrade to better benefit the community.
Interview with Tobias Ruskan, lead designer and producer at Saibot Studios, known for the horror saga, "Doorways".
This interview serves as an appendix for "Game Development in Latin America"
This might have been the worst E3 yet, but there's plenty to learn. Here are some takeaways.
How free-to-play, indie and mobile games will be finally able to raise funds in crowdfunding effectively.
We're used to the concept of foreshadowing in narrative media, but the same principles can be applied to game mechanics, as a number of existing games already show. This article breaks down how to use this in your games.