Is a single dance move copyrightable? Do the creators generating a new wave of copyright litigation have any rights to sue Epic Games for recreating their dance move in Fortnite? Lets review the current state of Copyright Law and find out!
Tabletop game design holds great value for students as it is free of many technical barriers, allowing students to test and iterate quickly.This post describes a board game design program we ran and challenges students faced, as told through their games.
Originally published on https://www.seattleindies.org/blog/2019/01/seattle-indies-spotlight-ty-taylor/ interview conducted and written by Anthony Ritchey http://anthonyritchey.com/
Check out the video interview: https://www.youtube.com/watch?v=KVgDIw-H
The idea of combining the handcrafted design of a Zelda title with the procedural generation of a rogue-like may sound like a dream come true, but it's often a challenge too big for most designers to handle.
Either businesses are regulated by consumers, or by government. The loot box saga has shown how one of the world's largest developers can be humbled by its customers without the “help” of politicians or new legislation.
In my experience, Player Morale is one of the biggest indicators of whether somebody will sit through your game and want to play it again. One component of raising player morale is to make everybody feel that they have a chance to win. Part 2 next week.
Ni no Kuni 2 is basically a collection of mechanically diverse minigames. What keeps the overall experience from feeling cobbled together? This article dives into how Ni no Kuni 2 defies the typical categories of game design.
We have outlined the most important roles in game development. In the second part of the article we will see how can jobs and roles be combined within a single person using an RPG game as an example and review potential bottlenecks of such combinations.
Small developers often feel like they lose business momentum between launches. Here are four lessons that helped us grow our business in 2018, even though we didn't release a new game.
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after 3 disappointing iterations we finally started development on the 21st of November 2018.