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Opinion: There's nothing appealing about the Metaverse

Is dystopia really the best we can do here?

Is dystopia really the best we can do here?


Reflections on playtesting and Puzzledorf

This article discusses 3 keys to playtest your own games that I found helpful while designing and testing Puzzledorf.

This article discusses 3 keys to playtest your own games that I found helpful while designing and testing Puzzledorf.



The Theory of The Place: A level design philosophy for Unexplored 2

An outline of the level design philosophy we developed and adapted for Unexplored 2. This philosophy informs our generator and proved to be a great help generating coherent, believable and fun places for the player to explore outside the typical dungeons.

An outline of the level design philosophy we developed and adapted for Unexplored 2. This philosophy informs our generator and proved to be a great help generating coherent, believable and fun places for the player to explore outside the typical dungeons.


The 5 big trends in PC game discovery for 2021

We look at the big-picture story for the year so far.

We look at the big-picture story for the year so far.


Game dev digest issue #115 - Shiny new stuff

Game Dev Digest Issue #115 - Shiny New Stuff. The latest from the free weekly #Unity3d/#gamedev newsletter.

Game Dev Digest Issue #115 - Shiny New Stuff. The latest from the free weekly #Unity3d/#gamedev newsletter.


How Lobotomy Corporation teaches the value of bad choices

Decision making in videogames is obviously an important aspect of player engagement, but for today's post, I want to talk about how the game Lobotomy Corporation was designed around making the player choose between all the bad options.

Decision making in videogames is obviously an important aspect of player engagement, but for today's post, I want to talk about how the game Lobotomy Corporation was designed around making the player choose between all the bad options.


From start to finish: Bringing characters to life in OPUS: Echo of Starsong

2.5 years of character development pitfalls you can learn to avoid in 5 minutes.

2.5 years of character development pitfalls you can learn to avoid in 5 minutes.


15 years later, did indie game discovery happen like we thought?

What's changed in game distribution, tools and platforms since?

What's changed in game distribution, tools and platforms since?