In this 2nd Blood Runs Cold tech postmortem post, I talk about the solutions we built for continuous server syncing of our game's player data and the data-driven balancing toolset that allowed us to juggle 400+ ScriptableObjects and have 0 merge conflicts
If you are an avid video game player, a game developer is probably your dream job. Whenever you choose the desired icon, put on your headphones, and click “play”, a journey into a new world begins. But doesn’t it look awfully complicated?
In this blog post I examine the conversation systems in The Witcher 3 and Fallout 4, comparing them and analysing the design and cultural contexts of the systems, and their successes and failures.
Today's post looks at the hoarding syndrome in video games. How certain designs create it, and the best ways to combat it.
The blog post explores the recent controversy surrounding EA’s Starwars Battlefront 2 and examines case studies of previous game releases, in an attempt to understand and galvanise effective and transparent delivery methods moving forwards
Art is one of the most important aspects in Noahmund. Everything that includes our videogame is conceived from the vision of beauty and inspiration.
Today's post takes a philosophical look at what a game designer brings with regards to the identity and philosophy of a video game.
Of course, I tend to believe a good, strong narration must be merged with the gameplay to be efficient. But a good old cutscene can convince the player bfore even playing and prepare for the show before it even begins.
A few lessons I've picked up over the last year after I decided to leave the comforts of a AAA studio to start a marketing agency of my own.
Adventures in writing an engine: a multi-core foundation.