Tatiana Vilela dos Santos is an indie game designer and digital artist. She makes games with unique physical interfaces and new technologies, all part of her interactive multimedia project MechBird. She gave in March 2018 a 60 minutes long talk at the GDC
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project.
Here are five simple tips to help solo developers stay productive and finish their games.
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
You can't learn Production from a book, but, I do believe you can take inspiration and ideas from these three and I would recommend them to all Producers, no matter your level.
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.
A deep dive the online skill ranking system of INVERSUS Deluxe covering everything from the low level math up to the user presentation.
All of the money being poured into the social casino space should have made it more difficult for small, independent studios to compete. Instead, these startups are thriving by finding ways to keep innovating on the genre.
The 4 main new features introduced in Unity 2018.1 beta are Scriptable Render Pipelines (SRP), Shader Graph, the C# Job System, and Particle System Improvements.
This is a post about how we finally were able to ensure that all our customers who bought the initial version could get the new extended game for free.
The third part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.
A practical approach to problems making group movement feel good and coordinated in an RTS style game.
Reuben from No Moss Studios talks about how the decisions that went into balancing a game that was intentionally trying to be hard. Where is the line between hard and frustrating?