Updated: 7 hours 24 min ago
In the following essay, the leading technical artist of Nekkiâs Russian development partner Banzai Games, Roman Tersky, describes the rendering process and the materials used for the characters' equipment in the mobile game Shadow Fight 3.
Bioshock Infinite A game which was supposed to be the end of the Bioshock series, but does it really do justice to its predecessors?
A blog post explaining some of the foundational voxelart styles in videogames. This applies to general voxelart as well but it serves to build a better understanding for the form in video games.
Recently, a lawmaker in Pennsylvania proposed a law to tax the sale of video games rated M or AO by ESRB at 10%. Can states legally do this?
GDC 2019 is in a month and it's a time for many indie developers to network and pitch their games to investors. Rebekah Saltsman owns 51% of Finji, which makes and publishes indie games. She has a decade of experience listening to and making pitches and i
This week, we got a chance to talk to Zack from Mega Cat Studios to talk about developing retro games for new consoles, marketing physical games in the digital age, and how theyâve built their die-hard community of retro fans.
If you were ever interested in the behind the scene numbers of a small gaming blog's Patreon, then I'm going to open up my wallet and show you everything that's in it.
Mobile games are a hits-driven business. This is at odds with good public relations campaigns, which thrive on consistency. Here's a brief explainer on how to create a sustainable PR program around a mobile game's development, broken out in 3 phases.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
This essay introduces a methodology towards designing games that portray a very clear and tangible intent, that are elegant to play and enjoyable to develop.
I recently played Prince of Persia 2008 and here is what I think
Cultural intelligence (CQ) is the ability to relate and work effectively across cultures. This blog post discusses how developing CQ can lead to designing and producing better video games.
With so many stories in Fhtagn!, we wanted to make sure that the player would experience ludicrous, action-packed and creepy stories through quality and immersive content. In this post we look at the 5 things we incorporated in our stories to do just that
A brief analysis of Prince of Persia 2008 reboot.
A question I hear pretty often is, "What is a meta-game?". There are two pretty similar but also quite distinct and different answers which we're going to talk about.
A look into the programming and development behind management and simulator games. This start by looking at how to jump into the genre, make it flow correctly, and what you will learn along the way.
The second post in a series that chronicles the development of Thunderballs VR by Megafauna
There are those in life who are just way better than others at making people do what they want. But how to express this in games?
Resources and influence are the core of Mesmer. I will go into the process of swaying individuals today.
In this blog post, I share my preliminary results regarding the experiences of LGBTQ employees working in the video game industry. I also share some potential solutions that companies could implement to be more supportive of their LGBTQ employees.
Join CEO of Akupara Games, David Logan, as he continues his Publishing series. Look into the topics you will want to think about when it comes to finding publishers to talk with.