In today's world, not everyone is able to use products/apps or play games without any difficulty. For this reason, we have conducted a series of studies on accessibility design in the hope that more people can experience the joy of gaming.
FlyAnvil began as a studio designing games for Flash, but eventually had to make the transition to Steam. This presented many challenges -- among others, how to preserve the legacy of our Flash games; a challenge that the industry faces as a whole.
A deep dive into how Magic The Gathering expresses character through game mechanics, and how those same concepts can be applied to video game characters without breaking the design budget.
A look into Merge Games and their next phase of growth
Asymmetric multiplayer games are fun to play, but special design attention is needed. Five possible design patterns are presented based on a study on ten asymmetric multiplayer games on different platforms.
If a publishing agreement covers PC but doesn’t specify channels, is the
Steam Deck included or excluded?
This is an overview of all the elements which contribute to the dynamic damage system created for Radio Viscera.
I'm making my first proof of concept and need community feedback.
Modern game developers understand that it's not enough just to create an awesome game - you have to make it accessible to the broader public. That's where localization comes in.
Advice on avoiding pitfalls with Steam's Festival Livestreaming events!