Thoughts about API design.
Collection of announcements, initiatives, launches and events from this year's event
Programing by making small incremental changes.
Accessibility has become a growing conversation among designers and the game industry, and for today, I want to talk about what that means when designing a videogame.
Ensuring players can follow the action is critical to turn-based strategy, and in Gears Tactics, AI helps make that happen.
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
The latest issue of the Rendered newsletter talks about Epic's acquisition of a major photogrammetry tool, Microsoft's Hololens Army Deal, and brings a brief overview of "assisted creation" techniques and tools.
The recent patenting of the Nemesis system in the Middle-Earth series is a blow to the ecological system of entertainment, where the game business runs the risk of painting itself into a corner.
Exploring the inner workings and 10-year journey behind the development of Ultima Ratio Regum: a roguelike that procedurally generates cultural human cultures.
This post discusses how we designed the Blightbound Skin Editor so that we can reuse 2D animations, swap gear, quickly tweak the looks of characters, add special effects and attach objects to characters convincingly.