In 2020, you might have missed a little news about the end of the entire Game Boy and DS line from Nintendo, and for today's post, I want to talk about why this is a bigger deal than most people realized, and a blow to handheld games and preservation.
Exploring the design and tech behind directing Wayward Strand's character animations in Unity - including how we've set up our animator controllers to allow for continuous, complex character animation.
Who are the 'creators who aren’t full-time game devs' making popular games and mods for game creation platforms? We explore game discovery by talking to them.
Fore every GDC I like to recap the conference not by the best talks but by the best slides so that you can get back to making your games and not watching talks.
Iron Galaxy Studios' Technical Director Joseph Simons talks about programming at the studio, helping others acquire new skills, makig employees the best asset.
Working out how your game is going to sell at launch - even if you’ve accumulated a lot of apparent interest and Steam wishlists - can feel like communing with the great beyond. We get into it.
This is a tutorial split over two videos on polishing a game character in Inkscape quickly and easily. Refining the head and working in the body, legs, and arms.
What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our latest round-up.
The debate over difficulty in videogames continues to rage, and for today's post, I want to try, once and for all, to explain that difficulty is not a part of accessibility, but an essential element designers need to take note of.
The Dark Souls series has become popular for many reasons, but for today's post, I want to talk about how its use of boss designs has redefined the enemy, and how developers are playing catch up today with it.
In this article, the main idea I want to share is what needs to be done before questionnaire design: how to clarify the questionnaire research problems, and what needs to be done from research problems to questionnaire design.
A virtual world with two way convertible currencies should issue business licenses to those users who want to make money through their platform. This will allow casual players to enjoy the game without worrying about taxes.
Last week, I posted an article on completionism, which came with a little companion game. This is a short account of how that game was made, using Arcweave.
In 2020, we were approached by a developer with a game prototype. One publisher had already run their tests on it and immediately abandoned the project.
For me, characters are the most important element in games. Through them, the player projects his experience from the game. But where to find good inspiration for character creation? Everywhere!
Game Dev Digest Issue #104 - Tools For Your Toolbox. The latest from the free weekly Unity3d/gamedev newsletter.
In today's world, not everyone is able to use products/apps or play games without any difficulty. For this reason, we have conducted a series of studies on accessibility design in the hope that more people can experience the joy of gaming.
FlyAnvil began as a studio designing games for Flash, but eventually had to make the transition to Steam. This presented many challenges -- among others, how to preserve the legacy of our Flash games; a challenge that the industry faces as a whole.
A deep dive into how Magic The Gathering expresses character through game mechanics, and how those same concepts can be applied to video game characters without breaking the design budget.
A look into Merge Games and their next phase of growth