Monthly Archives: October 2017
Season 2 of the 2013 reboot of Killer Instinct brought with it the Shadow AI system: a method of replicating human performance in-game to control AI opponents. We take a look at how it works.
We are currently remastering our most popular game. For the second time. We talk about ancient indie game history, the pros and cons of doing remasters, and one of the greatest things about being an independent creator: Owning and controlling your work
This is the Number One Question for any indie game studio considering localization, so we thought we’d get some answers from developers who took the leap.
For today’s post, we’re talking about where the design of loot boxes came from, and how it has strayed from providing value to just being gambling.
Nippon Ichi’s Disgaea games have a unique hook that differentiates them from other tactical role playing games — Being able to power up your characters to deal millions, even BILLIONS of damage!
Storytelling in Virtual Reality: Can the Minimalist Storytelling of Dark Souls Help You? – by Albert van der Meer
Can the Minimalist Storytelling of Dark Souls Help You? Storytelling in virtual reality is the next great frontier for human narrative.
Automatic line-wrapping in games is the source of many localization bugs that can only be seen by the LQA team. French uses a special character that will solve a lot of the bugs reported by LQA and in this article, we explain how to make good use of it.
I discuss how important it is for you as a developer to find the core of your game. To do this you can use the pillars technique. Originally posted on: http://www.maxpears.com/category/blog/
At OC4, Oculus announced two standalone headsets in the works: Oculus Go and the Santa Cruz prototype. What does this mean for VR devs?
Blog series on how we brought our game to Vulkan. This is post 3 of 5 where we talk about what problems and pitfalls we encountered and how we solved them. We also have some useful tips and pointers on what to look out for.