Updated: 47 min 20 sec ago
This week's roundup includes a look at Thatgamecompany's Sky, the rise of the professional dungeon master, and the far-ahead tech of Turok: Dinosaur Hunter on N64, as well as the latest on No Man's Sky, Dead Cells, and lots more besides.
Sounds and music are one of the most important parts of the game atmosphere - as equally important as visuals. However, all sound works are postponed for the very end. And that's completely wrong.
On our current day and age of game development, almost all AAA game studios use audio middleware and so does a good amount of indie game developers. However, a lot of indie developers wonder what is it, where does it come from and why do they need it.
To celebrate the 50th anniversary of the first moon landing, Bob Whitaker talks with Dr. Roger Launius about Kerbal Space Program. Topics include the history of the Apollo Program, the Space Race, the Cold War, and Apollo 11.
We recently released our second big Update for Satisfactory and one of the things we improved is network performance. Running huge factory simulations over the network poses a unique challenge and I'm here to share our approach on solving it.
A retrospective on the years I spent developing professionally on the Roblox platform and how I attempted to apply new product science to game development there.
Allocate energy, effort, time and money to areas consistent with your own values and skills. Understanding your own strengths, weaknesses, goals and values allows you to find a place where you can work to your best. Insist on appropriate compensation.
Is it better to design a game for art or one for money? We're talking the artist dilemma in today's post, and how the best designers can do both.
A quick summary of the prep & launch of our VR game Kickstarter campaign.
This is the second part of my article about writing dialogue and developing characters for the NPCs in our latest game, Shadowgun Legends...
FIGS is not enough for game localization any more and has been joined by zhCN+brPT+RU to create a âMagnificent Seven Standardâ in the loc industry, while Turkish, Malay, and Hindi demonstrated tremendous two-year growth.
In this article, game designer Sande Chen summarizes Jonathan Blow's session at the 2019 Taipei Game Developers Forum, in which he gave a behind-the-scenes look at the development of his game, Braid.
Andrew F. Pratt and Ryan T. Ward of Venable LLP examine patents from three major companies within the gaming industry to predict what new technologies they are researching.
Creating new content for a known game without killing the vibe: How channeling the Hyper Light Drifter protagonist became an efficient technique to design new content for Hyper Light Drifter Special Edition for iOS and Switch.
iResearch recently released their new China Online Game Industry Q1 Report. First, letâs highlight some of the key game industry data revealed. Then towards the end of this article, Iâll share my thoughts about what they mean.
Ever wondered how Aristotle would run a game company? In this second part, we consider Aristotle's middle way, building on our discussion of ultimate and subordinate goods. Our purpose is to convert the travails of game development to serene calmness.
Recording a loved ones' memories for use as in-game audio is not as straight-forward as it might sound. In this article, I look into the challenges I faced when doing so, and the methods that I used to overcome them.
Through countless hours of hard work and research onÂ app store keywords, I learned many techniques to âget my app off the groundâ.
At last, I managed to increase the app downloads by more than 10 times!
Here are the 3 steps that I used...
Designing a tool for browsing Steam games "Wikipedia binge" style
The landscapes in Metro Exodus are all in a certain sense broken. Why are they depicted in this way? This article takes a look at how game design can be used to make a statement about climate change.