Get a job: Crystal Dynamics is hiring a senior Environment Artist
You can make a blog to advertise your products or services. But, your blog will not always be revealed especially if your site is not included in the top list of the search engine. Remember that there are many competitions in the market. You are not alone. You will not always be prioritized. The best way to rank up is to use scrapebox proxies. It is faster and more reliable than waiting. Every second, other businesses also find ways to be on top. You should compete in the market if you want to maintain your business.
The risks of using Steam Spy to evaluate a dev's performance
And due to the recent technology, we can already obtain millions or billions of games in the internet in a single click. We can even connect with other people anywhere in the world. We need not to go to other places to seek for our playmates. We can play at home or just anywhere for as long as we have an internet connection. As always noted, we are never safe in the internet. That is the reason why as parents, we should make sure that our children is always protected. We should have private proxies
to ensure our safety in the cyber world. And as children, we should make sure that we know our limitations. Remember, we can never be sure.
Gameflow: Comebacks, advantages, and entropy in competitive games
"Gameflow. Make it interesting and worth the players' time. In my opinion, there is not a lot of deviation and playroom from curve of these good examples."
Don't Miss: The creative process that drives Valve's writers
In this classic chat, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw dig into the narrative structure and pithy quips driving critically feted games like Half-Life 2
, and Left 4 Dead 2
This Week in Video Game Criticism: From Stick Shift to Nintendo's lenticular design
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the lenticular design of Nintendo games to the (literal) autoeroticism of Robert Yang's Stick Shift
Video: Creators deliver a classic postmortem of Star Control
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control
and Star Control II
space adventure games.
What really happened to arcades
"Consoles and the internet are the most common scapegoats for the decline in arcades, but the main reasons actually have much more to do with a business model that makes video arcades unattractive."
Enthusiasm, perfectionism, momentum, and failure
"My biggest mistake was to completely think that I only need to do the business side of it, and let everything else come together by just presenting a plan and let creative talents take over."
How jumping on the MOBA bandwagon can f@!# your company up
"A fast follower strategy can be a viable tactic. But not when everybody else and their dog is doing it. Developers seem to be in the 'let's make a game like DotA/LoL
, just a little different' mindset."
Here we are now, edutain us: Education and games with SpaceChem's Zach Barth
We talk to Zach Barth about how making educational games has made him a better game designer, and why it's so hard to make educational games in the first place.
The most famous nobody in the Chinese mobile game industry
"His marketing methods include posting his own naked photos, flirting with girls, and of course, narrating his special experience. As a bad result, Raven is cursed by some people as a scumbag."
Does Paula Deen's new mobile game infringe on an artist's copyright?
"Reports are indicating that the depiction of Deen in her game may be a potential copyright infringement. The caricature of Deen is a little too close to artist Jerrod Maruyama’s drawing of her."
Students can now apply for the 2015 AIAS game industry scholarships
Heads up, budding game devs: the Academy of Interactive Arts & Sciences has begun accepting applications from students seeking to claim the organization's Randy Pausch and Mark Beaumont scholarships.
Video: Leading players astray with unexpected stories in 80 Days
As part of the GDC 2015 Independent Games Summit, 80 Days
writer Meg Jayanth spoke about how stories in games are uniquely able to engage, surprise, delight and discomfit players.
Don't Miss: How to design effective achievements for your game
In this classic feature, PhD researcher and game designer Lucas Blair uses academic research to formulate tips and best practices for designing your in-game achievements.
Get a job: Telltale seeks a Cinematic Artist
Got a passion for crafting great cutscenes? The folks responsible for The Walking Dead
are looking for an experienced cinematic artist to join the team at Telltale's San Rafael, CA office.
Steam Spy aims to make it easy to estimate sales for all Steam games
There's a new tool taking shape that aims to make it easier for people to keep tabs on Steam stats like owners and average playtime: Steam Spy, a side project launched by programmer Sergey Galyonkin.
Crazy glitches in triple-A games, and how you might fix them
A host of triple-A glitches, arranged in categories: rendering and complex technology plugins, programming AI and physics, and networking -- with some potential fixes.
Blog: Don't monetize your (first) games
"After I have become skilled enough, built a name for myself and the team, had built games that lots of people played and enjoyed -- then I'll be able to monetize."
Experiments in creating systems for storytelling
"If you can represent something in that format, you can design and implement a game out of it. And if you can represent anything in that format, you can make a game out of anything."
Technical postmortem: Bringing Octodad to life
From character modeling to dealing with deploying on multiple platforms, this exhaustive technical postmortem gives you a look at what it took to make Dadliest Catch
The butterfly effect, or: Fighting floating-point problems
"As long as the initial starting positions of all the parts were the same then the contraption should always run exactly the same. This is where the floating point problem came into play."
Tips for how to design and develop free-to-play games
"The way to conceive and plan the design of a free-to-play game is quite different than for other game models. We’d like to offer the following tips on how to make your games attractive so you can monetize them."
Blog: It all starts with (good) intentions
"Whether you call them guidelines, pillars, objectives, or mantra, it is the long-term vision, the global idea of what you want to do with your project. You should keep it to the essential."
Charting Out There's long and difficult journey to completion
The acclaimed space game took its development team on a rough ride. This candid diary-style postmortem takes you from before its conception up through its completion and release.