Some of the trends in the biggest/most active video game Discord servers are super interesting, and here's a look at what I learned from checking this out. (Plus, a bunch more info on discoverability!)
Free to Play Design has attracted many gamers and developers to it for its low cost of entry. But for today, we're going to talk about the cost that keeps people playing them to the point of manipulation.
We would love to know roughly how many copies of games are sold on Steam. That data is not public. But the number of player reviews is public. Enter.. the 'NB number'.
Continuing with our Modern C# for Unity Game Development series, today I'm going to show you how to reduce the verbosity of your code with C# Expression-Bodied Members.
A lot of this good feeling in game trailers and gameplay is related to polish, juice and game feel - so let's explore how it works for discoverability! (And more besides!)
Playing a game as the bad guy can be a guilty pleasure and a unique experience. For today, we're going to look at this further, and why designing around being bad is harder than playing it that way.
All about 'free games' and backlogs, and the stealth rise of the subscription games service. And how perhaps the one you’re not paying attention to is the one that’s going to sneak up behind you?
How to profile and work on the editor at the same time without affecting your performance results with the Unity Standalone Profiler
If you've ever looked into the world of game development, you've probably heard that making games is really tough! Today, we'd like to discuss some of the development tools and tricks that speed our games from concept to reality.
So the Xbox One’s pre-release demo event is currently running, and hopefully some of you have checked it out - here's a run-down and analysis (alongside other game discovery news.)