If you've ever looked into the world of game development, you've probably heard that making games is really tough! Today, we'd like to discuss some of the development tools and tricks that speed our games from concept to reality.
So the Xbox One’s pre-release demo event is currently running, and hopefully some of you have checked it out - here's a run-down and analysis (alongside other game discovery news.)
I’ve picked out around ten of the most ‘universal’ articles around how people find your game - those that will stand out in a few months (or maybe years!), and themed them for your pleasure.
With nearly 700 entries in the communal salary spreadsheet, we can work out average British indie salaries for different disciplines. There's a *lot* of variance - some of us a due a raise.
So, following a successful survey for ‘Steam wishlists to first week sales’, it’s time for a (much needed) re-evaluation of the lifetime review/sales ratio on Steam. And we need your help in giving us stats! But why the re-eval, and what’s it f
Does Stadia's 'click to play' functionality change the game for the cloud gaming platform? And all kinds of other game discovery news besides...
Roguelike design has come a long way over the last 20 years, and we're going to talk about a recent change that has afforded modern roguelikes to be more approachable to newcomers of the genre.
Choosing your next shader? Strike the balance between your dream visuals and the performance you take away.
Today, I'll give you handy tables so you can see the performance cost of the common unity shaders
The second installment of a five-part article series based on game composer Winifred Phillips' presentation during the GDC 2020 online conference. Session was entitled "From Assassin's Creed to The Dark Eye: The Importance of Themes."
So, paid DLC - new levels, modes, etc - specifically those made for PC games on Steam. It's way better for devs than you think, and here's why!