A recent Guardian article suggests that industry, at a strategic level, is warming to the idea of utilizing non-neurotypical workers. Intolerance is still the norm in the workplace, with improved understanding key to success and harmony.
I am sharing the data from some recent reports in the mobile game/app industry, and providing some insights based on my experience and analysis.
Mechanics in video games rarely have "action at a distance" - two objects in view affecting one another without somehow colliding. Yet this happens a lot in science - and in educational games!
Historian Bob Whitaker talks with Maxime Durand, Ubisoft's resident historian, about Assassin's Creed: Origins. Topics include historical research, Ancient Egypt, and using games for education.
Blog series on how we brought our game to Vulkan. This is post 4 of 5 where we cover a few Android-specific peculiarities.
Some of the highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
We are currently remastering our most popular game. For the second time. We talk about ancient indie game history, the pros and cons of doing remasters, and one of the greatest things about being an independent creator: Owning and controlling your work
At OC4, Oculus announced two standalone headsets in the works: Oculus Go and the Santa Cruz prototype. What does this mean for VR devs?
I discuss how important it is for you as a developer to find the core of your game. To do this you can use the pillars technique.
Originally posted on: http://www.maxpears.com/category/blog/
Blog series on how we brought our game to Vulkan. This is post 3 of 5 where we talk about what problems and pitfalls we encountered and how we solved them. We also have some useful tips and pointers on what to look out for.