This week's highlights include the end (and resurrection) of Fortnite, an early look at Star Wars Jedi: Fallen Order, plus a whole heap of new titles under the microscope - from Manifold Garden to Killer Queen Black to Disco Elysium and far beyond.
n PixelCast 7, Jeremy hangs out at Pixels = Pints + Bytes for the latest PixelFest Devs meetup and chats with two local indies about their studios.
We have attended many events this year, GDC, Game Connection，etc. Here in this article I sum up how to exploit all the features of the events, as a marketing person. I think it would be most useful for service providers (Data support, solution, art）
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Players want to play, they don't want to wait. Help them buying your game: reduce your game's download size with Unity Addressables Hosting. And a year later? Offer them a DLC based on, guess what? Unity Addressables.
In this article, game designer Sande Chen reports on a New York Comic Con panel about using entertainment games for history classes.
Many would agree that the MMORPG (Massively Multiplayer Online Roleplaying Game) genre has begun to stagnate. Why? Perhaps because the most recent MMORPGs lack a sense of adventure, leaving little room for discovery and the unexpected.
Being big isn’t all it’s cracked up to be, as we've learned in developing A Giant Problem. And has necessitated some design solutions that don’t immediately present themselves. Here’s a design breakdown.
More than chasing profits, we explore other reasons why Squeaky Wheel wanted to publish another local studio's game.
For this multi-part piece, we're going to be talking about how to improve playability in games, starting with quality of life features and improvements.
Sydney Hunter was released on the Switch and Steam, and our first game released for modern platforms. As co-owner and head of marketing, I share my experience developing this game, and how it went from going from an NES game to modern platforms.
Prototype of how mobile shooters could sound. In this video, we are showing the redesign of shots, the dynamic mix, the occlusion and diffraction systems, and the ambient sounds. This video compares the prototype to the original game sound.