Not only are video games a great way for children to learn academic skills such as science, math and reading, but video games also have the ability to teach children better social skills and possibly even ethical and moral values.
By exploring the capacity for games to initiate "Reflective Play", often derived from "Walking Sims", we explore ways in which the medium can be formed. Part of a series exploring topics from Michigan State University's Meaningful Play Conference.
A selection of tips and tricks for Level Design development.
The Three Act Structure is unloved in games, and there's good reason why, but our distaste for it limits us. Dismissing it out of turn keeps us from understanding what our players need and reinventing structure in a way that works for games.
While the apps market grows increasingly crowded and automation tools optimize how campaigns are run, your creative becomes the key differentiator for performance and financial success. Here's how you can sustain ROAS with effective creatives.
Another little step along the way. This is the second iteration of the orbit flight instrument for Orbital Dogfight. The video is just raw capture.
In the third and final batch of exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Tinker Knight boss battle.
Sean Han Tani is a composer, independent game developer, writer and teacher. He is best known for making Anodyne game and is currently working on the sequel, Anodyne 2. His past work includes All Our Asias- a surreal, lo-fi, 3D adventure, about identity,
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Leadership has many dimensions. While the naive view is that leaders give orders and subordinates follow them, the reality is much different in many situations.