Almost every action-adventure game that has been released during the last decade offers players progression mechanics heavily inspired by those of RPGs. So is this a good thing or is it a sign that the industry is struggling to renew itself?
It is really hard to get anyone to actually buy anything, much less take an action like joining your mailing list or discord. It is even more difficult when you are offering a game that is different, or a bit avant garde. The reason is they don’t know i
The 2nd installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 talk, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This article explores more complex deployments of the horizontal resequencing model.
Apple vs Epic is now decided. Not a monopoly but with their payments system seen as anti-competitive, things will have to change. Is that good for developers?
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies facing the studio today over its monetization practices
My thoughts on Library of Ruina, one of the most unique games released this year that most people have never heard of.
A call to reconsider how we talk about difficulty in games.
Skills adjustment planning is often very careful. Because the adjustment of characters will have some collateral effect on other characters/heroes, which in turn leads to the potential affection of character balance of the entire game.
Four tactics for achieving resilient growth in a post-IDFA world
The secret ingredient to planning out your Kickstarter more efficiently!
Game Dev Digest Issue #110 - Give your game a makeover. The latest from the free weekly Unity3d/gamedev newsletter.
In this article I propose a new subgenre of platform games.