Today I took some time to write down the top three pieces of advice that I would share with any game developer starting a new project in Unity.
We delve deeper into the vast and rich universe of THE ALCHEMIST CODE and introduce you to the new, and improved THE ALCHEMIST CODE Global v2.0 with Associate Producer, Kuan Win Chin.
You got a game, it's got a story but what's your message and how are your themes supporting all of that? Here we'll examine how to find, strengthen and support your themes to make them do more. And make your game memorable as a result.
An essay about the influence of visual aesthetics on design decisions in a game about a future in which we have erotic relationships with our software rather than people.
From simulation to adventure games, making an online game can be a lot harder than it seems. With the right process, you'll be able to break the entire project into small, incremental steps, reducing the amount of redundant work that needs to be done.
In May of 2018, Rilla Khaled and Pippin Barr ran a Unity world-building workshop with participants in Yellowknife in the Northwestern Territories of Canada. This post is a summary of the workshop, its curriculum, and its outcomes.
In the next article of the series we describe the creative process behind one of the bosses from X-Morph: Defense. The Tarantula Mk V is the intro level boss. Being one of our first concepts it's surprising it's managed to crawl into the game.
What is it like to be a business developer in a small indie studio? Oh it’s a hell of a ride :)
Which trends are the hottest right now? Which direction is the market moving? What trends can be found within specific genres? To answer these questions, we analyzed 1500 games present on the US Grossing TOP-500 during the lat year
You may have read my article last week about games that make me crazy! Now, there are some games that never make me lose my cool.