The power of playtesting
"Games are complicated. You take intricate systems of interlocking parts and then add the human factor. Seeing the game in action is going to be a better picture than all your theoretical models. It's the real thing." ...
"Games are complicated. You take intricate systems of interlocking parts and then add the human factor. Seeing the game in action is going to be a better picture than all your theoretical models. It's the real thing." ...
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine. ...
"Time and experience have resulted in ROM hacks that are more complex—and arguably better-designed—than their originals. I spoke with one such ROM auteur." ...
The Independent Games Festival -- the longest-running and largest showcase for independent developers -- festival has seen more than 750 entries for its 18th annual competition. ...
"Overall, it was a huge success. An exhausting, time-consuming success. It was a little pricey in the end but I believe it was worth it to put Station Stop on the map." ...
"If you take one thing away from this then remember to somehow prove your game before it consumes your life. I say this with all the sincerity that comes from learning a lesson the hard way." ...
"In an attempt to get more baking done with less management, I created a simple script that takes care of this for any number of scenes you throw at it." ...
Former LittleBigPlanet coder Moo Yu & Tearaway creative chief Rex Crowle have teamed up to launch Foam Sword, a London-based game company that aims to make games about "fun, friends and imagination." ...
"This time we will cover a very important topic, that is often concidered to be something esoteric you shouldn't mess with too much. Memory Management. Spooky." ...
"Design challenges related to the contextual input scheme on our first-person platformer... The following guidelines are related to a design principle known as the Principle of Least Astonishment." ...