Why we went itch.io paid beta but not Steam Early Access, and what #4 on itch.io actually means.
Part one of the Trent Polack origin story. This has absolutely no practical benefit other than hopefully providing people that want to get started in games in some form or another.
But, yeah, mostly me rambling.
In the previous part of my new feature on episodic design, I demonstrated how episodic storytelling can be adapted to a true action-laden shooter game and improve it. I will now do the same with another popular genre, open world games.
Historian Bob Whitaker talks with Harvard Egyptologist Peter Der Manuelian about Assassin's Creed Origins. Topics include Ptolemy, Cleopatra, Cultural Imperialism, "Blackwashing" vs. "Whitewashing," the Giza Pyramids, and tourist traps.
This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.
This article wraps up 2017 Global Game Industry and I provided my thoughts about what actions to take in 2018.
An exploration of VR design tips, tricks, & principles by the designer of Recreational Dreaming, a "sleepwalking simulator" for the HTC Vive.
With 7 little tips learn how you can effectively manage your remote dev team.
A discussion of the personality of The Knight from Hollow Knight based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.
As a one-man-army indie game developer, it can be quite intimidating to make a story-driven game. But there are simple ways to add story elements anybody can implement.
The role of marketing in free to play games is often underestimated. In the modern understanding of marketing, you need to accompany the customer after purchase and make him a loyal client and an advocate for the brand.
Confused as to what marketing strategy to use? This post will help you organize your tactics and form a strategy to ensure people who are interested in your game will be with you on launch day.