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Featured Blogs

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?



Game Dev Digest Issue #114 - Lessons Learned

Game Dev Digest Issue #114 - Lessons Learned. The latest from the free weekly Unity3d/gamedev newsletter.

Game Dev Digest Issue #114 - Lessons Learned. The latest from the free weekly Unity3d/gamedev newsletter.


A restorative reading of Deathloop

This is a restorative reading of the game Deathloop

This is a restorative reading of the game Deathloop


Quick Dev Insights #01 - Indie Game Developer - James Rowbotham

This is the first in a series of bite-sized interviews with people who work in and around the games industry, from indie to AAA.

This is the first in a series of bite-sized interviews with people who work in and around the games industry, from indie to AAA.


Historian talks with Ubisoft Developer about Discovery Tour

Historian Bob Whitaker talks with Maxime Durand, the World Design Director of Discovery Tour for Ubisoft, about Discovery Tour: Viking Age and the Discovery Tour series more generally.

Historian Bob Whitaker talks with Maxime Durand, the World Design Director of Discovery Tour for Ubisoft, about Discovery Tour: Viking Age and the Discovery Tour series more generally.


Pure vertical layering for game music composers (From Spyder to Sackboy: GDC 2021)

The 3rd installment of a 6-prt series. Composer Winifred Phillips shares content from her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This discusses pure vertical layering examples from the Sackboy and Spyder games.

The 3rd installment of a 6-prt series. Composer Winifred Phillips shares content from her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This discusses pure vertical layering examples from the Sackboy and Spyder games.


Reflections on puzzle design in Puzzledorf

This article covers the guidelines for puzzle design that I used in Puzzledorf and my answer to the question, "What makes a good puzzle?" It's not intended to be the only answer, but instead is a guide through my journey about what worked for me.

This article covers the guidelines for puzzle design that I used in Puzzledorf and my answer to the question, "What makes a good puzzle?" It's not intended to be the only answer, but instead is a guide through my journey about what worked for me.