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Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached. In part two of this series, Neil Schneider highlights the risks in action and possible solutions.

Learn how to measure your assembly compilation times to uncover these time robbers that are making you release a worse game.

Cross-platform development is based on a Boogle House foundation that is beginning to creak from age and reaching its limit. In part one of this series, Neil Schneider demonstrates some of its challenges through one of the ecosystem's biggest successes.

The 'Interactive Empathy and Embodiment' framework is an innovative, sensory design approach to game design founded on traditional craft, which promotes empathy and hopes to nudge the industry in a more self-aware and conscientious direction.

Here's one of the questions that I often get when it comes to ray-tracing in Unity: how do I get started? Let me help you out with that.

Posted by Bob Whitaker on 01/04/21 10:36:00 am in Console/PC, Serious
Historians Bob Whitaker, Chris Dietrich, and Joe Parrott discuss Call of Duty: Black Ops Cold War. Topics include the Cold War in the 1980s, Operation Fracture Jaw, and the game's depiction of Ronald Reagan.

Posted by Josh Ge on 12/23/20 10:40:00 am in Design, Console/PC, Serious, Indie, Social/Online
Reviewing how Cogmind's special ARG event for Halloween 2020 was conceptualized, built, played, and received.

Posted by Sande Chen on 12/17/20 10:49:00 am in Design, Serious, Indie, Social/Online
In this article, Sande Chen reports on the use of educational live-action online games (LAOG), a variant of educational LARPs.

The game market continues to change and grow, and for today, I want to slow things down and talk about the three things that any developer needs to have to give their game the best chance at success.

Posted by Piotr Bomak on 11/30/20 12:55:00 pm in Design, Programming, Art, Console/PC, Serious, Indie
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.