Examining the "ideas are cheap" mantra via Breath of the Wild and Xenoblade Chronicles
A look at how distribution and visibility have changed as Steam has moved from Curation, to Greenlight, to Steam Direct.
Fantasy Flight Games' X-Wing 2.0 offers some interesting lessons for game developers as the industry moves toward supporting more live, always-updated games.
2012's Spec Ops: The Line is a cult classic third-person cover shooter by Yager Development. In this article I explore how the horrific story of Spec Ops is held aloft by smart AI systems and designers exploiting them to full effect.
Using the R programming language to create interesting summarizations of expert StarCraft gameplay.
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense - the JAGUAR Type S tank.
A few months ago Steven Spielberg released his latest sci-fi epic, Ready Player One. While a lot can be said about this movie, in this article I specifically want to look at it from a game design perspective. Is the OASIS actually a good game?
A look at some of the things we’ve learnt from releasing our first game on Nintendo Switch, one year later. There may be some advice, potentially some insights into our decrepit soul and definitely lots of bad jokes.
Plan on sharing your product with a new locale? Great! Check out these suggestions from QA to make the transition as smooth as possible.
Here's what we were up to in the month of May, 2018
While plenty of people are talking about the Resident Evil 2 Remake, I want to go back to the first Remastered and an interesting way of increasing the horror with enemy design.