Was launching Fall Guys on PlayStation Plus a smart discoverability insurance policy, or a big waste of money? This and a whole bunch of other game discovery thoughts within...
Mobile games have grown dramatically over the last decade, and with the latest success of Genshin Impact, it's time to talk about how mobile game design has change in terms of its market appeal.
What's up with Facebook's cloud gaming push? Why did social gaming take off during COVID? And how do you write the perfect pitch email? Discovery news galore within...
Sure, let’s say your game made $50k in its first week on Steam. But at the end of Year 1, will you have $100k or $250k? Fill in the survey to find out averages! (Plus: bonus takeaways from previous surveys.)
Games industry analyst's take on Facebook launching a free cloud gaming service - Focusing on Facebook's position in cloud gaming, 'cloud playable ads' and the increasingly contentious relationship between cloud gaming companies and Apple.
With some shader trickery, perspective can be manipulated to achieve unrealistic, but more interesting compositions. This post shows how in Blightbound we kept the horizon on screen by subtly bending the world.
To become a professional game developer, I’m advocating that it is important to have an understanding of how each element works, and the best way is to master 7 major game development skills.
This is a post-mortem of a 1 versus 1 map I've created for Starcraft 2. It has been used in ladder and tournament matches for 6 months.
Announcement of the game Desert Pirates and my new life as a "dev-bloggerish"(?)
Implementation of a QuadTree data structure in unity. Here we discuss the simplest way to create data structure and implement it as well.
In 2015, while working in the office and alongside doing my own job, I was developing games with an artist. It happened that by selling the game, I earned the 2-year salary I was getting in the office those days.
The article describes the process that guided me in designing the levels of DY: Prologue, and my attempt to translate a three-act story structure into level design. It covers a tutorial level (Act 1), a multi-path level (Act 2), and a boss arena (Act 3).