Does using animal characters in the game make it better? Make the game more attractive to a greater audience? Read out to find out how Koukoi Games dives deeper into this topic what comes to its Crashing Season mobile game franchise.
Pictured above: Me (right) fighting a developer (left) about our testing practices and standards. As a Software Developer Engineer in Test (SDET) on the Core Foundation team, I would like to share with you our findings from a testing workshop we held recently. Core Foundation is composed of industry veterans with autonomy to focus on […]
Skip the Game vs Story and Entertainment vs Practical-Utility Traps: The Anatomy of Compelling Experiences – by Felipe Lara
Rather than thinking about your game in terms of “game vs story” it is more useful to think of it as an experience. Some experiences are great because of their agency, some because of what they mean, and some because they help us solve a practical problem
Choose from VR, Art & Design, 2D, and Mobile Essentials Packs (valued at $150+), now included free with Unity Plus and Pro. Pick the pack that’s right for you. Each Essentials Pack includes top-rated assets and tools from the Asset Store that will help boost your skills and get your project over the finish line […]
Casual game design comes in all shapes and sizes, and today’s post looks at the use of lunch break game design and how it packs a full game into a compact package.
This is a postmortem for a summer research project at the Guildhall in conjunction with the Psychology Department at SMU.
A behavioral simulation in VR for the Psychology department at Southern Methodist University meant to train individuals to keep them safe, The Avatars Project was much needed upgrade to better benefit the community.
Plague Inc: The Board Game was my first tabletop game project, and when it all began I was hungry for any advice I could get. Now that we have successfully fulfilled our Kickstarter I wanted to share some of the lessons I’ve learned.
Interview with Tobias Ruskan, lead designer and producer at Saibot Studios, known for the horror saga, “Doorways”. This interview serves as an appendix for “Game Development in Latin America”