A difficult birth: An Early Access 'postpartum'
"Our Early Access launch has not only helped us polish and improve the game, but it's also been an incredible way to improve our PR and marketing skills as well." ...
"Our Early Access launch has not only helped us polish and improve the game, but it's also been an incredible way to improve our PR and marketing skills as well." ...
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the critical backlash to Playing History 2's 'Slave Tetris' to an unexpected Street Fighter 5 meme. ...
"I am glad that I get this much Steam experience before releasing a paid, high-cost-production game. Clown House got downloaded enough for us to start a sequel." ...
Tombeaux is a game that takes place on a river, so foliage is a must. Here's an example of the detailed research into plantlife that a dev making a realistic game set in nature goes through. ...
Don't make your players sick! At GDC Europe, researcher Ben-Lewis Evans shares design guidelines VR and non-VR developers can follow to reduce the risk of simulation sickness from their games. ...
Having an ambiguous or metaphorical ending can be risky business. But if it's done just right, players will be talking about your game for decades. ...
Creative Assembly, 343 Industries and other devs will take part in a game jam for charity, with the resulting jam games being sold as a pack in 2016 to raise money for the War Child non-profit. ...
"Let's drop the 'don't patch your game'-style complaints, and instead figure out, together, how we can better patch our games." ...
"The more I promised I'd change and failed to do so, the more I hated myself for what I was doing to my body, and seemingly couldn't stop. Dozens of hours down the drain to save $2.99." ...
"Ideally you want the shortest most direct positioning for your product you can create, a longer more drawn out positioning can be harder to remember and harder to define." ...