Mass Effect Legendary Edition is one of the first high-profile titles to use AI texture upscaling, but how does it work?
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.
Iron Galaxy's Co-CEO talks about their commitment to fostering a safe, welcoming, and inclusive work environment where employees at all levels respect one-another regardless of race, gender, age, ability, identity, orientation, background.
The Fear of Missing Out, or "FOMO", is one of the most effective monetization strategies, but in this post, I want to talk about how it causes problems for consumers and developers.
After trying out the Samsung Galaxy Z Fold 3 for over a week, I share my experience of playing five popular games (of different genres), as well as my thoughts on challenges and opportunities this form factor brings to mobile gaming.
When it comes to planning and monitoring social media, your Steam page, and websites for discovery success, what tools should you use? We look at some potential lenses.
Accessibility is a popular topic among developers and game dev discussions, but today's post talks about the design trap of only thinking about accessibility and not UI/UX, and ending up with a game all the worse for it.
How did web game Shapez.io end up grossing $1 million on Steam? We look at its route to success in this data heavy deep-dive.
PlayWay shared with its investors some very focused and precise data on Car Mechanic Simulator 2021 - so let's analyze it in detail!
1st installment of a 6-pt series: Composer Winifred Phillips shares content from her GDC2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." In this article: the use of song structure as a guide for horizontal resequencing.