Fore every GDC I like to recap the conference not by the best talks but by the best slides so that you can get back to making your games and not watching talks.
Iron Galaxy Studios' Technical Director Joseph Simons talks about programming at the studio, helping others acquire new skills, makig employees the best asset.
Working out how your game is going to sell at launch - even if you’ve accumulated a lot of apparent interest and Steam wishlists - can feel like communing with the great beyond. We get into it.
This is a tutorial split over two videos on polishing a game character in Inkscape quickly and easily. Refining the head and working in the body, legs, and arms.
What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our latest round-up.
The debate over difficulty in videogames continues to rage, and for today's post, I want to try, once and for all, to explain that difficulty is not a part of accessibility, but an essential element designers need to take note of.
Last week, I posted an article on completionism, which came with a little companion game. This is a short account of how that game was made, using Arcweave.
In 2020, we were approached by a developer with a game prototype. One publisher had already run their tests on it and immediately abandoned the project.
For me, characters are the most important element in games. Through them, the player projects his experience from the game. But where to find good inspiration for character creation? Everywhere!
Game Dev Digest Issue #104 - Tools For Your Toolbox. The latest from the free weekly Unity3d/gamedev newsletter.
In today's world, not everyone is able to use products/apps or play games without any difficulty. For this reason, we have conducted a series of studies on accessibility design in the hope that more people can experience the joy of gaming.
FlyAnvil began as a studio designing games for Flash, but eventually had to make the transition to Steam. This presented many challenges -- among others, how to preserve the legacy of our Flash games; a challenge that the industry faces as a whole.