Monthly Archives: May 2017
If you pay attention to the icons of games in the top grossing charts on the AppStore, you will have noticed the Shouty Men in Hats phenomenon. For a while, all the top grossing strategy games had for their icon a man. Wearing a hat. In an open mouthed shout. Yesterday, that all changed. […]
Our lead designer Wytze took some time out to write about how to overcome some challenges with creating new weapons (drill and shotgun) and reworking the old to solidify their playstyle, through playtesting and experimentation.
Everyone has the potential to be a writer. I started writing for Gamasutra and now I have a book being published. Utilize Gamasutra, write something from your experience. Who knows where it may lead you.
In this series, we’re learning how to use SpriteKit to build 2D games for iOS. In this post, we’ll continue our exploration of SpriteKit nodes, and learn about a special kind of node called a “sprite”—an SKSpriteNode. To follow along with this tutorial, just download the accompanying GitHub repo. It has a folder called ExampleProject Starter. Open the […]
The first opportunity your game has to grab a potential player’s attention is always through what they see on the screen. Before they even have a chance to feel how well your game controls, hear the great sound effects or understand how fun it is, they look at it. In that brief first glance you […]
A short view on how we implemented our networking solution using the tools available from UNET while maintaining a rather transparent architecture for designers to work with network components.
Wrangling Words And Taking On Bugs: A Podcast Detailing My Game Development Experience – by Michel Sabbagh
A blog post that talks about a podcast session I partook in last month with Matthew Squaire. In it, I talked about my gaming career, game development experience, and the sundry lessons I learned through my writing and approach to narrative design.
Since the early days of Unity more than a decade ago, we have had a long-standing tradition of bringing our widely dispersed engineering organization together in one place for a week of innovation. Hack Week is about exploration, risk-taking, and pushing to find the extraordinary. Starting today, we once again assemble for Hack Week XII, […]
While greenlight is coming to an end, but we have to admit that it was a great chance and opportunity for lots of developers to not only get a successful indie hit, but also to learn a lot about the art of “showing” a title.