This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
This blog post is a multi-part overview of the FMV Pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll go through a series that investigates how we were able to achieve our remastered FMVs.
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!
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
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/