Iron Galaxy's Joseph Simmons talks about mitigating burn-out and finding ways to keep employees engaged with their work. The company continues to modify process to allow their approach to expand as they've grown.
Learning any videogame is all about an effective onboarding process and providing the player with the right amount of feedback and information. For today, we're going to talk about how much is the correct amount of info to give to the player.
Inspired by contrasting the game designs of Command and Conquer games against Age of Empires 4, this article explores the space of "speed bumps" which help to control the pace at which players progress through gameplay.
The "boomer shooter" market has been taking off among indie studios, and the recent Quake Enhanced gave me a chance to take a look back at one of the best.
Subscription services such as Xbox Game Pass Ultimate and PlayStation Now will be the primary force driving cloud gaming, helping to generate $3.7bn in total in 2021.
Almost every action-adventure game that has been released during the last decade offers players progression mechanics heavily inspired by those of RPGs. So is this a good thing or is it a sign that the industry is struggling to renew itself?
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.
Apple vs Epic is now decided. Not a monopoly but with their payments system seen as anti-competitive, things will have to change. Is that good for developers?
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
The HTML5 game development appears as a blessing for people who are more inclined towards stable gaming sessions on browsers.
After 18 months, in-person events are back. I took the opportunity to talk to a few organizers and investigate the ups and downs, discuss the challenges, learn about behaviour of attendees and to see what has changed.
This article covers the guidelines for puzzle design that I used in Puzzledorf and my answer to the question, "What makes a good puzzle?" It's not intended to be the only answer, but instead is a guide through my journey about what worked for me.
In this article, I will take players' evaluation of the game's art style as an example, and show you how to get deeper into players' real thoughts by splitting and refining the "art style" in the interview question design and practical use.
With game replayability considered a value-adding asset for a game, Greg Campbell asks, "How can game makers intentionally include replayability to improve their games?"
Music Mash postmortem. This game was designed for Amazon smart speaker Alexa. Based on Spot the Difference but comparing music tracks, it was designed to fully engage gamers' auditive skills rather than visual skills.
For the past 2 weeks of the project I have been working on the Trader NPC and learning how UI really works in unreal.
Game Dev Digest Issue #113 - Visual Effects. The latest from the free weekly Unity3d/gamedev newsletter.
Mind numbingly good graphics, social gameplay, routine updates, and online communities that span the globe, today’s gaming industry has come a long way. Yet many of those advances offer both advantage and challenge.
We recently finished our first VR experience called DunDun VR and published it on Steam. Here are some tips that I think really helped us bring our project to completion and hopefully these tips can help you out if you are struggling to finish your game.