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November 26, 2020
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Category: Design

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Posted by Simon Carless on 11/25/20 11:50:00 am in Design
What happens when you organize a themed sale on Steam, and what are the ramifications for increased profile of your games as a result? Real-world data within...

Posted by Simon Carless on 11/22/20 11:00:00 pm in Design
Apple has announced the App Store Small Business Program, a major and permanent change to the flat 30% platform cut for apps and games on iOS (and I presume the Mac) App Stores. What does it mean for Apple & other game platforms?

Posted by Jori Hamilton on 11/24/20 11:03:00 am in Design
Whether you’re set on developing the next indie darling or you’re tucking back into Ghost of Tsushima for your second playthrough on Kurosawa Mode, there is no reason you should be doing so on a tiny cramped desk or in a frumpy bean bag chair.

Posted by Mike Salyh on 11/24/20 11:02:00 am in Design
Players love "juicy" games. Unfortunately, we game-devs occasionally build the opposite: "dry", clunky and awkward games. Here's how to avoid 6 common mistakes that'll drain the juice out of any game.

Posted by Mattia Beffa on 11/24/20 10:27:00 am in Design
This is the second publication on Bioshock Infinite's level analysis from a gameplay point of view. This week's topic: Items (Restoring, Lockpicks, Silver Wings)

Posted by Luca Russo on 11/20/20 10:45:00 am in Design
Greetings all! This week we started to improve our combat system. This weeks video shows the first prototype of melee and ranged weapons.