This blog covers why research is super important and why as designers we should never skip this phase. One thing to consider as well when creating a level is where is the toilet?
Originally on: Maxpears.com
Blog series on how we brought our game to Vulkan. This is the last post where we show performance measurements and compare implementation sizes.
This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
This blog post is a multi-part overview of the FMV Pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll go through a series that investigates how we were able to achieve our remastered FMVs.
In this article, game writer Sande Chen implores others to think about how female characters are portrayed and developed.
Three quotes for game devs to consider.
Each week, Game Design Analyst Josh Bycer picks a game to examine in a video spotlight. In time for Halloween, it's Clive Barker's Undying.
A video blog about best practices I've developed for playtesting my games.
Stardew Valley didnít succeed because it innovated on tried and tested farming RPG mechanics. It was a massive hit because of how successful it was in making a Platform Shift.
Does a high index of downloads correlate with high profits? And whether Top Downloaded is equal to Top Grossing or not? Letís take a closer look.
Itís only a matter of time before even more colleges and high schools bring gaming into the fold of interscholastic athletics. What this means for developers and the gaming industry is unclear, what is clear is that the future of gaming is bright.
Hi, I'm Roman. I'm a gamedev enthusiast. Currently, I am finishing up my studies at Masaryk University in Brno, Czech Republic. I chose a VR research as my Masterís thesis and this is a this is a postmortem mostly about the development and the experiment.