If you’re new to hyper-casual mobile game development or can’t quite crack into the space, you’re not alone. Successful hyper-casual development isn’t as easy as it looks. Here are 4 key design guidelines to follow to help crack this space.
Greetings all! This week we started to improve our combat system. This weeks video shows the first prototype of melee and ranged weapons.
Welcome everyone, we are working on a fast paced 2D roguelike. You fight in a futuristic colosseum as a samurai while hyping up the crowd to get more gold.
This update was focused on adding static (non moving) Obstacles.
Ghost of Tsushima's side quests have delivered some of the most memorable gaming experiences in recent memory. This article explores how the quests are structured and what designers can learn from them!
Game Dev Digest Issue #71 - Tech Talks, Adventure Games, AI, Shaders. The latest from the free weekly Unity3d/gamedev newsletter.
So you want your users buying. You want your game economy functioning like a well-oiled machine, and you want your profits flying so high that when they look down, all they see is sky.
Guess what? It’s possible.
A small cost for Apple creates a large investment in small companies, keeping those companies around longer to make more and better apps & games.
Indies games tend to follow the "Games as a Service" trend. They release, then push out updates or DLCs to make the game lively over time. Check out those tips on how to implement this for your indie game.
Is it an Art? A Craft? Why does it matter?
For level designers, would expanding scripting and programming skills or art asset creation skills be more desirable in the marketplace?