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"There's very little today you can't do in a game. You just can't do all of it," Howard said during a recent Q& A. "That's a function of technology, but also your own time. Any studio is limited." ...
The office is Bulkhead's second studio, following the formation of the recently-rebranded Bulkhead Phoenix in 2014. ...
French gambling regulator Autorité de regulation des jeux en ligne (ARJEL) has criticized loot boxes in a new report, though the organization stopped short of taking concrete action.  ...
The main objective of this post is to give a brief introduction to Homing Missiles in Game (2D). A script for Homing missile is also included and explained in the article. ...
Javier Gimenez, CEO of Moonlighter dev Digital Sun, speaks to Gamasutra about how the studio funded and launched its first original game after years of being a contractor for other companies. ...
An estimated 56 percent of that revenue was pulled in through the iOS App Store, with the remaining 44 percent being attributed to the Google Play marketplace. ...
What can be gained from long-term rapid development -- say, making 100 games in five years? Here, we'll condense and sort that experience into 10 compact lessons. ...
Choosing a project management tool for your game development process can be overwhelming. There's a whole myriad of options, so where do you start? ...
"We build a strong nemesis, and the goal of the game is to kill him or free the country, we've done that a few times in our games. But when you succeed, you have to leave the game, because there is nothing else to do." ...
Game designer Chris Avellone compares how working in video games is similar to being a gamemaster for a tabletop game. ...

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