A year ago we released C.A.T.S. Today it has more than 100 mln installs and a Game of the Year award. We want to share how we came up with the idea of the game and how you can remove design risks on early stages of development to create a hit.
A discussion of the personality of the protagonist from Monster Hunter World based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.
Listening to users' feedback is important. But it's also important to not fall into the "feature creep" trap, and to learn about the "vocal minority".
At EGX Rezzed this year I had the realisation that my inability to put myself out there was having an adverse affect on my games. This blog post is me resolving to change that.
Great level design in video games is a multifaceted topic, but the basic foundation can be summed up in three important elements.
This is a description of the life of a video game bug from start to finish.
A first time GDC goer and I learned a bunch of things that might help indie studios who are visiting GDC.
As game designers, how do we encourage players to play better and longer in our games? One effective way is to design countermoves— emergent solution to specific problems.
These problems would have never occurred to me as a kid who aspired to make games for a living
On-going series about building an alternative workflow for working with pixel art in Unity. This time I go over how I easily define and play 2D sprite animations in script.