This article looks at how I tried to create textless tutorials and instead teach through design; to use experiences to help people learn through play.
Late in 2019 NIS America approached us to discuss porting these two games to the Nintendo Switch and PC. This article outlines the technical localization challenges that were found in the two games and how we approached solving them.
In this article, I'd like to give some tips to fellow gamedevs on how they can revamp their game's Steam page and increase its visibility in 10+1 essential steps!
Today a person has to face and adapt to new, constantly changing forms of dialogue. This is evidenced by the growing interest in computer technologies and attempts to apply them in various fields.
It was October 9th, 2007 - I was in my first Intro to Game Design class in college when I got a call from my aunt that my mother had passed away after a four-year battle with cancer. It was time to make a game to honor her life and memory...
Play-and-earn is a promising new monetization model that can harmonize the incentives between developers, players and investors. Let's establish a framework for understanding that type of monetization. This is the first in a series.
Part 6 in a series looking at games publishing contracts, and providing devs with some quick fixes that they can use to improve the agreement with their publisher.
Discusses the use of Agisoft Metashape software (formerly PhotoScan) for photogrammetry and visual experimentation.
How did the pandemic impact developers who chose to showcase at PAX West 2021? Learn how our showcase data compares to our 2020 PAX East exhibit.
Game Dev Digest Issue #109 - Tools To Improve. The latest from the free weekly #Unity3d/#gamedev newsletter.