This week's roundup includes all kinds of E3 neatness from Los Angeles, including discussion of Nintendo's announcements, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.
In the last decade, our team/as art contractor creates background art for various story games. In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production a
Highlights from the history of advergames.
This is the third and final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part provides more example on how to apply the method through a case study.
This is the second part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part delves into more details.
This is the first part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. The first part is an overview of the method.
Skeletons and sharks, two distinct AI systems in Sea of Thieves with their own interesting design secrets.
In this article, game designer Sande Chen looks at why social impact game designers should consider emotion-based appeals rather than statistics-filled logic.
Discusses strategies for synchronizing a data-oriented ECS with an external system that keeps state.
This week's roundup includes a look at some great community events - from the fighting game scene's Combo Breaker to Japanese indie dev scene's BitSummit, as well as a peek at the first ever E3 Expo, kids apps, D&D in 2019, & lots more.
Games with user-generated content often suffer from the "Play Problem": players that create content can't get their creations seen by other players. Levelhead solves the Play Problem in an elegant way that puts control of visibility in players' hands.
Is it a sad story about failure, or just another tale about recognition and success? That depends on what you take from it.
Analysis of extended fiction techniques used in ICEY, a part of my series of blog posts with sections from my Honors Thesis on extended fiction in game design.
Attract followers and keep followers with these social media marketing basics...
Open The Gates! More and more indies are allowing players to have a say about game updates. Maybe you decided to do this aswell, here are some tips & tricks after making 4 open game development games!
Although making money from applications on ISO is difficult, the income will be quite stable if you can do the following things
A detailed dive into everything your Steam page should feature in order to be as efficient as possible.
Tips and tricks to help people play your game, have a smooth experience and leave your booth with a smile.
This article shows 3 simple design techniques we use at Bohemia Interactive Simulations to clearly define goals early in our projects.
In this post originally published on RocketBrush Studio's Blog, you will find a simple tutorial on creating your game character from the idea to the completed work.