As our digital lives expand, the distinction between creator and consumer of our digital worlds must merge.
This week's Video Game Deep Cuts includes what editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
I get lot of pitches for "Steam competitors". 99% are doomed to failure, the majority before they even start.
Historian Bob Whitaker discusses the media coverage surrounding Call of Duty WWII, and considers problems related to public memory of famous historical events.
Take a dataset of over 250 games, their development costs, their year of release, what they sold for and big they were. What can we learn about the trends and what it means for the industry?
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.
Exploded views are a bit of a niche, but that doesn't mean they're not interesting. Here we take a delve into making a fully procedural tool within Unreal Engine 4 for exploded views.
An look on Zelda: Breath of the Wilds' UI/UX. Trying to put some light on this subject, too often left into the dark.
Developers have always had problems when it came to marketing their products, and some even through the development phase of their projects.
Third and final Blood Runs Cold tech postmortem series. Source code included this time!
This time, I talk about the lightweight messaging system we developed that helped us keep decoupling and still iterate quickly.
I define life-like games as those games that are about life and defend the idea of them.
This post introduces a series on analyzing war strategy games using military theory, philosophy, and real world examples.