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Posted: Yesterday, 15:07
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
Posted: Aug 18
Narrowing down your options is getting more difficult in this day and age. This is exactly what choice overload is about: there is just too much to choose from. 
Posted: Aug 18
Today talking about the way Nintendo tackles the international market.
Posted: Aug 18
The first of these is Unreal Engine 3; which comes with unrestricted access to Unreal Editor Suite, C++ source code, and direct support from the engineering team.
Posted: Aug 18
Once you’ve named your game and registered your video game trademark, it’s time to start protecting that mark. If not, you may end up losing your rights.
Posted: Aug 18
Increase Revenue of Your Game App. Key Performance Indicator (KPI) to boost revenue. Discount has always come out as lucrative. Player vs Player, the new mantra of engagement. No mistakes at game laun...
Posted: Aug 18
The first blog in a series on finding commercial success for your game. This blog covers how creating boundaries can create focus and can actually allow creativity to flow.
Posted: Aug 17
How can you best use data science to maximize the success of your game? Adam Fletcher of Gyroscope Software gives an overview of what data science is, why you should use data science, how to use it, a...
Posted: Aug 17
You might not think about it, but groups are very powerful. They can change your behavior and the way you think. Groups can even make you do things you wouldn’t normally do.
Posted: Aug 17
"Depth" in video games is often confused with complexity, but in this post I want to talk about the difference between the two in relation to game design.
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