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A key part of discoverability is making sure you’re getting the right buzz. And the right publishers can really help with that. Lots of info on this - and more - within!
Third of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of fragmentation and variation.
Should you choose tight-fit or full-rect for your sprites in Unity?
In this post, you will learn the difference between these two mesh types. And when to use each.
There’s been a lot of discussion on best practices for your video game store page (whether that be console, PC, or even mobile.) And yes, it’s quite important. Here's the big things you should be doing.
Free to Play Design has attracted many gamers and developers to it for its low cost of entry. But for today, we're going to talk about the cost that keeps people playing them to the point of manipulation.
Continuing with our Modern C# for Unity Game Development series, today I'm going to show you how to reduce the verbosity of your code with C# Expression-Bodied Members.
How to profile and work on the editor at the same time without affecting your performance results with the Unity Standalone Profiler
So, following a successful survey for ‘Steam wishlists to first week sales’, it’s time for a (much needed) re-evaluation of the lifetime review/sales ratio on Steam. And we need your help in giving us stats! But why the re-eval, and what’s it f
Does Stadia's 'click to play' functionality change the game for the cloud gaming platform? And all kinds of other game discovery news besides...