Game composer Winifred Phillips discusses ways for new composers to get their first game gig. Includes advice on the effectiveness of demo reels and networking, a discussion of middleware, music genre specialization, and a list of online resources.
When starting out to develop a game, it is very important to set up a structured creative direction during pre-production. One of the most needed elements is a strong vision, which we're going to discuss here.
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
In this article, game writer Sande Chen reports on NYU Game Center Professor Clara Fernandez-Vara's narrative design master class at the Writers Guild of America, East.
Historians Bob Whitaker and Chris Kempshall play and discuss the multiplayer WWI game Tannenberg. Topics include the Battle of Tannenberg, the Eastern Front in WWI, and the recent history of First World War games more generally.
This week's roundup includes excellent pieces on the PlayStation's 25th anniversary, multiple new 2019 'best of' game lists, and great articles on Katana Zero, Shovel Knight, Knights Of The Old Republic modders, Mario Maker 2, and lots more.
Any developer knows the frustration of receiving a negative review. While it isn't always guaranteed, with a little open dialogue, you stand a good chance of turning it around. I know because we've done it, and you can, too.
When Steam announced that it would begin to accept Bitcoin in 2016, the gaming world knew that something huge was about to happen. This is how blockchain as impacted the online gaming community.
We are all trying to find players for our games. Twitter may be a good place to start building your community from scratch. But it will work only if you know how to. I have figured a way to make it work.
Have you been confused, lost, utterly hopeless in trying to understand how or why to use Addressable Assets? No need to worry any longer, I'm here to break down all the why's and how's for you!
November 2019 Dev Diary - Back to Development!
Hello everyone, and welcome to another Developer diary for Beyond a Steel Sky !
Last month we had a look at some of our development team. This month we thought we’d get back to development.
How can designers leverage the environment in their games to share accessible narratives to players? This article examines how The Last of Us, God of War (2018), and Inside create compelling narratives through environmental design.