Updated: 18 hours 30 min ago
This week's roundup includes new articles on AR game Minecraft Earth & intriguing new action adventure A Plague Tale: Innocence, as well as pieces on Rage 2, strategy guides, the intrigue behind Ingress & more.
A short essay looking at the design of the game Let's Play: Ancient Greek Punishment: Teaches Typing.
A quick analysis on equippable items like weapons, armor and trinkets on RPGs.
This is a postmortem for our game "ELIMINATION" talking about the design of the game and the level generator. It also supported by an analysis of the collected player data to validate our design.
Kartik shares 7 days of his (very personal) journal leading up to the release of his game TwinCop. Releasing a self-published indie game is a challenging endeavor, see how one indie dev deals with the stress and anxiety.
Quick guide to some of the programming that goes into creating a rhythm game. The article uses Unity to build a game, but the principles could be applied to most engines.
Outlines two approaches to picking a target platform: one which begins with your game's design and works upwards and another that starts at the platform's player culture and works downwards.
The fantastic V&A Museum hosts Scotland's first Videogame exhibit in Dundee, the spiritual home of games in the UK and a city brimming with exciting talent.
Here you will learn about the app development cost formation.
This is how we screwed up a game release & wasted 2 years of its unreleased life.
The story of a game anticipated to become somewhat a hit, but a series of ill-favored circumstances weâre gonna share in this article ruined all our expectations.
2 years ago I quit my job as an architect to pursue my dream of making video games. Now that the game is out, was it a good idea, financially speaking?
When a game becomes a grind is usually a sign of trouble, but there have been games exclusively designed around it that show the very best ways to motivate someone to grind
A detailed account of the work needed to take a completely unknown indie game (Nova Drift) and achieve a reasonably successful launch, mainly thought streamer outreach.
In this post, I'll talk about the design process behind a videogame. Hope you enjoy!
This article was first published on my blog on https://www.indiegamesmarketer.com/blog/
Feel free to comment and to connect with me on Twitter @Longhost_indie.
Take care and good read!
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
We all know that Twitter and YouTube are greatly useful platforms for marketing our indie games. But what if I told you that you might not be using them the best way you can?
What makes a mobile game successful? In this post, we are going to discuss the core elements of a successful mobile game: marketing approaches, communication with users, and, of course, game monetization opportunities.
Over the past few decades computers have completely revolutionized gaming - not just as tools, but as players. Computer players have beaten human opponents in dozens of different games, but are there some games that they can't play?
Designing video games in a team is a huge challenge. Despite the fact that we try to follow the same universal principles of game design theory, we often disagree. What can we do to overcome our differences? How can we facilitate teamwork?