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September 18, 2021
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Category: Production


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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 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?

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.

Posted by Simon Carless on 08/23/21 06:16:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
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.

Posted by Josh Bycer on 08/20/21 10:25:00 am in Design, Production, Console/PC, Indie, VR
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.