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September 18, 2021
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Posted by Chris Zukowski on 09/17/21 11:50:00 am in Business/Marketing, Console/PC, Indie
It is really hard to get anyone to actually buy anything, much less take an action like joining your mailing list or discord. It is even more difficult when you are offering a game that is different, or a bit avant garde. The reason is they don’t know i

The 2nd installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 talk, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This article explores more complex deployments of the horizontal resequencing model.

Posted by Josh Bycer on 09/10/21 11:16:00 am in Business/Marketing, Design, Production, Console/PC, Serious
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies facing the studio today over its monetization practices

Posted by Josh Bycer on 09/02/21 07:12:00 pm in Design, Console/PC, Indie
Learning how to spot pain points and areas to improve with approachability can be a tough skill to learn, and for today, I'm going to apply that to one of hte hardest games to nail down in this regard -- Dark Souls and soulslikes.

Posted by Tommy Thompson on 08/31/21 01:03:00 pm in Design, Programming, Production, Art, Console/PC
Mass Effect Legendary Edition is one of the first high-profile titles to use AI texture upscaling, but how does it work?

Posted by Bob Whitaker on 08/31/21 01:01:00 pm in Console/PC, Serious
Bob Whitaker talks with historian and game designer James Coltrain about his new game Blackhaven. Topics include the challenges of presenting history through games, the importance of questioning official narratives, and environmental storytelling.