An in-depth review of making user stories as one of the main game developer tools.
Game composer Winifred Phillips presents an annual resource list for game composers. Included: game music concert tours for inspiration, communities and forums for advice, popular software tools, and conferences/academia resources for advanced learning.
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Let’s review them and assess their pros and cons.
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Epic puts in 12% of the effort with an abysmal game launcher, few user features, but fantastic incentives for indie developers.
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Your funding is not a problem to solve, it is an opportunity to generate success. Just be mindful of the ideal timing of the different sources of project financing and you’ll have a much greater chance of pulling it off.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Anthony Bourdain was a Chef, Writer, Traveler and so much more. What did I learn after watching his shows and reading his books about making games? Everything I needed to know.
The Hero's Journey is one of the oldest storytelling structures in history, but is still incredibly effective. This is the first part of a series in which I look at the Hero's journey and how games can take players through this experience.
This is my contribution for data-points on the Indiepocalypse.
Wherein I compare my best-rated and best-selling games.
This article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.
The role of your game's store page varies depending on the stage of your marketing campaign you are in at the moment. Whatever role it plays, it proves to be a handy tool in your marketing/business toolbox.
Despite big jumps in the numbers of Chinese gamers each year, the market has not received the attention it deserves.
Oscar Brittain and Akupara Games are releasing Desert Child on Switch, Xbox, PlayStation 4, and Steam December 11! Oscar hit us with the following tech blog on how he 'faked' his striking 3D look in the game.
Day first of making a indie horror game - downloading the assets
Video games owe a lot to comic books, not just because they’re both part of nerd culture but because they’re both visual mediums doing storytelling. Here are some lessons we can learn from comic books and Stan Lee when it comes to game writing.
In the first part of 'how to build worlds and tell stories in VR' we emphasized on the aspects of worldbuilding order to create a consistent self-contained fantasy universe. This part sheds light on VR specific difficulties and how to tackle them.