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A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles. ...
With a little help from Thimbleweed Park, I look at the novel approaches to open-world city design (and planning) for 2D adventure games. ...
I talk to a ton of people who are planning to launch game projects on Kickstarter. Here's what I tell them. ...
A game development article explaining the various ways in which spatial storytelling can be effectively applied to beget a believable and cohesive virtual environment. ...
This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. ...
Google and Apple dominate the app store business. As a result, they give very poor support to indies. Your game or app can suddenly be removed with very little you can do to combat the decision. ...
Looking through Steam game data for little-known but highly-rated games, seeing what can be found and how common it really is to have a great game that doesn't sell. ...
In my two-part series, I want to demystify game publishing contracts and help you understand some of their key terms. ...
Failure sure does suck, but somebody has to do it. Why not you? Read this and accept your failures. ...
An overview on choosing participants for focus groups, betas, and usability tests. From defining requirements to screening potential participants. ...


Clickiz.com is a social bookmarking place where you can share, find & discuss the best news around on most topics. We focus on hi-tech reviews, gadgets and geekery but we like almost anything that's awesome, appealing and thought-provoking! er6i9ds5mz



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