Updated: 10 hours 18 min ago
In this next diary, we explore a little more in depth on how our language alchemists localize the game, the challenges and idiosyncrasies of translating Japanese-centric game into 4 culturally-unique languages.
I get lot of pitches for "Steam competitors". 99% are doomed to failure, the majority before they even start.
GTA scenario is incredibly good, right? But most of the time, when it's done, the game becomes boring. Why?
The GTA scripts lead us to the very fun gameplay we know, but some characters seem to work better without a narrative-oriented scenes.
In Academia there hasn't been a push to create the next generation of talented QA'ers in the same way as we see dedicated Design, Art, Programming, Audio and Production courses. This post explores and invites comment on what such a course may look like.
From concept to realization, here's the booth art we produced for our upcoming indie game Lake Ridden, which was displayed at EGX in Birmingham, in front of 80 000 visitors.
Historian Bob Whitaker discusses the media coverage surrounding Call of Duty WWII, and considers problems related to public memory of famous historical events.
What goes into a match-3 game that takes 4 years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.
Ting Shang Jia and Jacky Yap, Lead Game Designers supporting the global development for The Alchemist Code and Brave Frontier, share insights on a major collaboration event.
Wouldnt it be more fun if we hid the success probabilities of choices in an RPG? In real life, you mostly understand your chances without percentages popping up in front of your face. Here's how we think about the problem when designing Sacred Fire RPG.
What do you do if your video game art is being used in advertisements without your permission? You've got a few options, but they depend on how it's being used and what your goal is.
So I decided to make a game about depression, even though its something that I dont normally talk about. I normally dont talk about it because its hard for me to tell people that Im not okay.
After a recent creative break, I grapple with how rest and introspection are not championed in the industry, even they can be a huge boon to creative work.
It's hard to create things when you're having to fit it in amongst all the other things you have to do in life. For a lot of us, creation is a hobby not a job even if we'd love it to be otherwise. Here are some of my tips for the hobbyists amongst us.
Sharing the experience of discovery as I get sprites rendering onscreen using Phaser on iOS.
Unblockable is a series of argumentative pieces that seek to challenge the ways we think about competitive games. In this piece, I take ideas about controller usage in fighting games and dissect them from the perspective of musical instrument design.
Welcome back to our series of Developer Diaries for The Alchemist Code - in this next installment, we pay homage to the inspirations behind the game.
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.
Take a dataset of over 250 games, their development costs, their year of release, what they sold for and big they were. What can we learn about the trends and what it means for the industry?
Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).
In this series, the team behind The Alchemist Code will share behind-the-scenes details on the making of The Alchemist Code!