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.
Adding high-performance multi-threading support to a complicated data structure.
Strategies for implementing music in VR projects were offered during the Virtual Reality Developers Conference this year. Video game composer Winifred Phillips discusses tools and tips from these talks, while also sharing insights from her own projects.
Most major platforms offer similar generic room-based matchmaking. In this post I explore how they work and discuss the pros and cons of using these systems instead of building your own from scratch, based on our experience developing Awesomenauts.
Whether you're a team or solo developer, a game design document is a perfect tool for game creation to marketing.
In day 29, now that we have all the enemies ready, the last thing we're going to do is add them all together into our Spawn Manager. We're also going to deal with a "ghost" collider that stops us from shooting our enemies!
Metroidvania Design has become an interesting sub-genre of video games, and in this post, I'm going to break down the three core parts that make up the design.
How do you estimate the scope and resources needed by your game project? I give the benefit of my experience and a handy tool that lets you find out how long it would really take to make your dream game.
Renowned Japanese developer Capcom has brought back it's 90's classic Puzzle Fighter game to mobile, but how does it stack up?
Depending on how you look at them, 3D Platform games are either in the midst of a revival, or they never left.