Throughout my time in production it's been the fundamentals that have kept me sane, improved my output or taken me off the wrong path onto the right one. In this post I share what I believe production fundamentals are.
In this series of posts, I would evaluate the characteristics of maps of a few popular games: Bubble Witch Saga 2, Jelly Splash, etc, from the point view of an art producer. This is part 2.
On the talks of IRDC US 2015.
This is a series of six blog posts where different disciplines share what they wish others would know and understand.
A GameDevsLikeYou interview with Paul Tozour discussing game development in the '80s, Unreal Engine 4, scripting languages, AI, negotiation, game developer education, AR/VR, teamwork, emotional intelligence, and the origins of the @GameOutcomes Project.
Composing adaptive music for games is complex and requires advanced skill and techniques. Developers now have new technology to help with the process, and Elias was created by composers for composers. It is easy to learn, but takes time to master