We recently did a detailed postmortem of our RPG card game, Shadowhand, to review what we got right, and, importantly, what we got wrong and how we could improve.
We have distilled our findings into a checklist of ten points to share with you.
Everybody wants to become the dominant player in the games subscription space - but who will be left once the dust settles, and what does that mean for developers?
A look into the performance of video games projects on Kickstarter and Fig.co
In this article, game writer Sande Chen looks at a virtual reality experience made for social impact.
The postmortem for Alexis Kennedy's 1920s Lovecraftian card game Cultist Simulator, an indie success story for 2018.
The 4th of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 4: Comfort versus performance, with a discussion of composition & recording methods to address the VIMS problem.
The WHO proposed to classify gaming as a disorder in its forthcoming 11th Revision of the International Classification of Diseases (ICD-11), a move which has ignited rebuke from all quarters—from the gaming community as well as the academic community.
How can you take 7 years to make your game? Here are some important tips and tricks for taking your sweet time.
Today's post looks at the phenomenon dubbed the "War of Warcraft Effect," and the warning that comes with trying to chase after another game's design.
Most app developers give their users a personalized monetization experience based on whether they're a spender or a non-spender. But those segments can be very limiting. Here are four new user segments to help drive better engagement an monetization.
A short study of the level from The Last of Us Part II gameplay trailer.
Why is it so hard to have a game with both amazing gameplay and a rich story? Is there a reason why these two aspects seem to conflict with eachother, and is there a way around it? Let's find out!