The 4 main new features introduced in Unity 2018.1 beta are Scriptable Render Pipelines (SRP), Shader Graph, the C# Job System, and Particle System Improvements.
This is a post about how we finally were able to ensure that all our customers who bought the initial version could get the new extended game for free.
The third part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.
A practical approach to problems making group movement feel good and coordinated in an RTS style game.
Reuben from No Moss Studios talks about how the decisions that went into balancing a game that was intentionally trying to be hard. Where is the line between hard and frustrating?
Is Nintendo Switch a salvation or a trap for indies? Let's have a closer look.
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.
I've soured on game conventions as a good means of marketing, but found something else that will keep me going.
In a strategy game, reading is the process of parsing the information on the board, allowing players to identify threats and opportunities.
This article offers a new lens to help understand designing games which are interesting to "read".
Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit. This piece by Michel Sabbagh details the art behind making beasts and harnessing their true potential.