I discuss how game developers should approach receiving feedback and solving problems, in the context of an attempt to address issues with Tokyo 42's camera
The cooperative system of business organization is >100 years old, and ideally suited to improving the prospect of indie developers.
"The struggle to keep documentation useful is the struggle of Ra with the serpent Apep. There is no enduring victory; but if you cease to make the effort, then darkness covers everything. Here are some weapons Iíve used."
How does headphone technology impact a virtual reality experience? Video game music composer Winifred Phillips discusses three headphone models targeting the VR marketplace, to see what new technologies are being proposed to facilitate VR audio.
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
A brief look at the importance of BRDFs in stylized work- something that is often overlooked in favor of simply changing art assets.
When setting up a new development team for a project, at what point does QA come on board? Let's explore the case for bringing QA on board from Day 1 and the long lasting benefits that such a decision brings.
When people complained about slow elevators, adding mirrors solved the problem. This article explains how to apply this same wisdom to minimizing the perceived inconvenience of load times in video games.
Turning Orwell into an episodic serial was a risky move. It had the potential to get people talking and elevate the game experience, or create an indie game "black hole". Here, we look at what went right, what went wrong, and why we're doing it all again.
Striking the balance in the production of a video game remaster is tricky business. You can easily please as many fans as you disappoint. Find out what went into remastering the visuals of this classic!
This Post-Mortem is part of a assignment for a Diploma in Game Design. This Post-Mortem talks about some of the things that we encountered and how we resolved some of the issues.
In this post I will present a few hints that helped me finalize my game projects. My observations apply primarily to small, indie projects, the projects that we do in our spare time, without any significant budget.