One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.
Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture
Our team has created map art for some match-3,and bubble shooting games. I have a few points about the map planning, and art creation to share. I think they might be useful to people who need these types of maps in their games, and artists who create the
Game Analytics 101 Part 5: Data models and predictive analytics
As a lawyer in the video game industry, I explain here the numerous high-profile Right of Publicity lawsuits filed recently and the most common pitfalls that arise when a game developer wants to use a real person's likeness in their game.
A very common application for procedural mesh generation is terrain. We are going to have a look at some simple ways of generating terrain meshes.