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Let's talk about the solutions we built for the continuous server syncing of Blood Runs Cold's player data, and the data-driven balancing toolset that let us juggle 400+ ScriptableObjects. ...
Today's post looks at hoarder syndrome in video games to understand how certain designs create it, and the best ways to combat it. ...
How do you go about measuring the performance of your QA team? You don't. Here's why you should stop monitoring your teams bug quota and using it as metric to justify their output. ...
Game development veteran Niklas Gray explained how to implement a minimalist library of container types in C. ...
They say that your first game should be simple. But what does "simple" even mean? Let's break down that idea. ...
Let's discuss the basics of urban structure and the three classic city models; a fine way of getting started with imaginary urban planning for your video game cities. ...
This post discusses the matchmaking approaches we tried in Awesomenauts, and why we ultimately developed our own from scratch. ...
For the release of Endless Space 2, we put together an Alternate Reality Game based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected. ...
In this post, I talk about the UI system I built for Blood Runs Cold which is by no means a silver bullet, but contains some ideas that were battle tested in released mobile games. ...
Playable ads create an entirely new ad experience built around the player -- an ad that doesn't feel like an ad and is actually welcomed by users. ...


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