Indie devs: Make noise, get noticed, says Velocity 2X dev
"Unless you come out and say something controversial people don't notice you." - James Marsden, head of Velocity 2X developer FuturLab ...
"Unless you come out and say something controversial people don't notice you." - James Marsden, head of Velocity 2X developer FuturLab ...
The VR company has posted videos from its Oculus Connect event in Los Angeles on its YouTube channel -- including its famous CTO's musings and trials with mobile VR. ...
He started working with VR in 1993, and professionally in 1995. Now he's making prototypes for the Oculus Rift and teaching students how to develop in VR. What does he think of the medium's future? ...
Developer Adriel Wallick gave herself a challenge: make a game a week, every week, in order to stay motivated and learn as much as possible by trying -- and often failing -- to make many games. ...
Future GDC speakers, don't miss your last chance to propose a talk for one of the GDC 2015 Summits! ...
Creators of a very successful campaign share the secrets to their success -- some surprising and some not-so, but all useful. ...
How to cook up a landing page: Why your game needs its own home page, how you create one, and then how you measure its reach, and its success. ...
When Adrian Chmielarz, formerly creative director at BulletStorm studio People Can Fly, left his company to build a narrative-driven first-person adventure, he had a whole lot of studying to do. ...
Valve's new policy means that any sponsorships that result in adding games to your curation list must be revealed; additionally, developers can now pick which curators show up on their store page. ...
"Risk, at its core, is way to measure how 'dangerous' an area of the game is -- or how likely it is to generate serious bugs." ...