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A recap of ChinaJoy 2017 from my perspective, looking at how the popular show reflects the current state of Chinese gaming market. ...
Developing a multiplayer game with realtime physics is very tricky. Especially if it's your first multiplayer game, and you've made some game design choices that accidentally made things more complex. ...
This week, surprising class action suits against Disney, Nickelodeon and Kiloo proved COPPA is not a dead issue, giving game publishers a preview what the post-GDPR world will really be like. ...
For the past three years I've been working on a top-down 2D space shooter prototype. Here's what that experience taught me about game design. ...
Karin Skoog of Golden Moose Studios discusses the challenges in designing for a difficult, roguelike game. ...
The NEO Scavenger mobile trailer may be the trailer I'm most proud of producing. That said, most advice I'd offer from the project is terrible! Seriously, it's awful. ...
Persona 5 is critically acclaimed and is generally loved by those who play it. Yet, it contains incredibly dark and difficult material by any standards, let alone video games. It still works. Why? ...
If you've wondered whether an internal game jam would work for your studio, read on and learn from our experiences. ...
Let's look at some of the strategies we used to produce intelligent behavior in our base-building game DwarfCorp, including state machines, action planning, behavior trees, and sequential composition. ...
With 100,000 games over 10 years, Kongregate takes a look at trends in game development technology. Specifically, at the rise of HTML5 over Flash in both quantity and quality of games. ...


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