Putting aside the theoretical power of Vulkan and DirctX 12 when compared to DirectX 11 how do they do in practice? The answer, not surprising is, it depends.
In this post, designer Keith Burgun talks about some of the visual/mechanical changes he's making to his first published card game, Dragon Bridge, to improve readability and affordances.
I am back for the second part of my Mini-Series as I talk about the next phase of building a good combat phase which is about the planning and pre-production as we talk about what to do as well as looking at my own work.
Jeremy shares some fond memories of Castlevania IV now that it's October and Halloween gaming is on. Jeremy also dives into the news and covers an issue that's been on his heart and mind lately; the increasing number of game developer obituaries.
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
How to efficiently store arrays in arrays.
My recent piece on discoverability¬†for Nintendo Switch got some decent feedback from a few active Switch developers - here's an update with some new data points and info.
Let's find out 3 ways Unity Addressables will help your game with efficient, pain-free content management.
This post is about some obvious and some hidden long term mistakes Steam is making. As a commercial product, Steam has two goals: making profits and preserving its ecosystem (aka. securing long term profits). It's failing on both.
This is an art deep dive about the methods Butterscotch uses to create environments.