Game developer doesn’t necessarily mean that it’s a bad one. It mean that they came up with it already and scrapped it.
Review copies are a bone of contention when it comes to evaluating the perceived bias of reviews. Here’s the Meeple Like Us take.
In this post, we’ll look at creating a custom surface shader that uses normal mapping, emission, rimlighting, and depth pre-pass to create a ghostly character effect.
Automatic speech bubble positioning in inkle’s 3d adventure Heaven’s Vault.
This article is an extended discussion of the recent uproar around randomized price-points in Zynga’s CSR 2 and a survey of how prevalent sophisticated data-driven merchandising techniques already are in mobile gaming.
Deciding to reject hard currency, gacha, and loot crates in favor of transparent monetization.
Welcome to the second entry in the Unity AI Blog series! For this post, I want to pick up where we left off last time, and talk about how to take a Contextual Bandit problem, and extend it into a full Reinforcement Learning problem. In the process, we will demonstrate how to use an agent […]
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.
Several dynamic music systems were presented in the GDC 2017 audio track. In part 3 of her 3 article series, video game composer Winifred Phillips discusses the tools and tips offered in these GDC talks, while also sharing insights from her own projects.