Working out how your game is going to sell at launch - even if you’ve accumulated a lot of apparent interest and Steam wishlists - can feel like communing with the great beyond. We get into it.
What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our latest round-up.
Ah, look, Valve has released its plans for a Steam-related handheld. What's all that about, then? We look into the announce and what is means for platforms...
Composer Winifred Phillips shares insights into her process composing music for two Sumo Digital games featured in her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." Topics supplement the content of the upcoming lecture.
How can games that don’t hew to today’s discoverability ideals actually get alone and do well in the market? Maybe we need a new business model for this...
A look at some controversial views on indie publishers, the latest public contract in the game publisher space, and lots more besides.
The idea of Rational Design, born more than 10 years within the walls of Ubisoft, is still living and breathing. Here, Alexis Jolis-Desautels provides some initial thoughts on why the idea is more relevant now than ever
Sometimes, as a game’s creator and ‘the little guy’, you feel helpless in the face of ‘the big guy’. So let's talk about game platforms, and what devs need from them!
In this final post, we discuss four reasons why games need better NPCs: 1) players want them, 2) bad character AI is a creative bottleneck, 3) better collaborative NPCs can make games more inclusive, 4) they're a necessary part of our 3D & XR future.
Developers and players agree that innovation in character AI has largely come to a halt. In this third post we discuss data and research which confirm that players really want non-player characters to be more believable and meaningful.