Horror is one of the trickiest genres to design a game around and the pacing of a game is often the hardest part. For this post, I want to talk about how most horror games tend to run out of steam before the end, and where things can be improved.
It’s time for a deeper dive into the sleeper success of SNKRX, the "arcade shooter roguelite where you control a snake of heroes that automatically attack nearby enemies."
We never really talked about which week and month it’s best to debut your game in to get noticed. And there’s a contrarian, over-simplistic answer on this, and then a more nuanced answer. You get both.
So, it turns out localization is a really important part of game discovery, since it opens up so many new potential markets for your PC/console games. How does localization and discovery interact?
We check out the discovery success of the two custom Steam Prologues for multiplayer party game Rubber Bandits - plus lots more!
Marketing is an increasingly important part of game development, and your store page is crucial for getting new people interested in your game. For this post, I'm breaking down the areas you need to focus on when building an attractive store page.
In this blog post, I will show you why, when and how you should use LOD in Unity. Remember, LOD is not only about the poly count.
A look back at the decades long history of game accessibility knowledge sharing
So, this mini-investigation started after a developer GameDiscoverCo knows started asking questions about his Steam game’s sales in Argentina. The results? Intriguing...
Does Minecraft continue to be successful because Mojang is awesome, or does Mojang continue to be awesome because Minecraft is succesful?
Can't it be both?