Interview with Yosuke Satomi and Tadayuki Akiyama, the CEO and development lead of emerging contract developer Xeen.| AUTOMATON WEST
Former Nintendo veteran Motoi Okamoto talks about the company's "everyone's a director" approach to game development.| AUTOMATON WEST
Game designer Hideki Kamiya talks about the huge influence of P.T. on game design and why we shouldn't forget it.| AUTOMATON WEST
"It didn’t really feel like a company, in some ways it felt more like a club activity.”| AUTOMATON WEST
RGG Studio technical director Yutaka Ito recently shared insights about the development of the Like a Dragon series' first PS3 title.| AUTOMATON WEST
Instead, Itsuno combines what he likes with what sells.| AUTOMATON WEST
Nihon Falcom president Toshihiro Kondo talks about the company's recently developed in-house engine, the Falcom Developer Kit (FDK).| AUTOMATON WEST
Final Fantasy Tactics - The Ivalice Chronicles developers talk about how they ended up losing (and later recovering) the game's source code.| AUTOMATON WEST
I strongly remember, several times in my childhood, playing a videogame and thinking, "wow, this looks just like reality. This is as good as games visuals are going to get!"| Laura Michet's Blog
In depth exploration of the generative AI tools, process and pipeline used to make a game. Includes specific tools like Scenario and Replit Ghostwriter.| Jeff Schomay on Games, Narrative and AI
(Originally published at https://medium.com/@jschomay/disregarding-a-decade-of-programming-to-make-a-game-with-ai-eccfab31ad4) I’ve heard the stories of people with little to no programming experience making full games with the help of AI, and I want...| Jeff Schomay on Games, Narrative and AI
Getting the most out of AI chat bots (Originally posted at https://medium.com/@jschomay/adding-inworld-ai-characters-to-an-existing-game-part-4-going-deeper-2c9f4f1084c3) Inworld lets you make really interesting AI characters. But interesting AI char...| Jeff Schomay on Games, Narrative and AI
(originally posted at https://medium.com/@jschomay/adding-inworld-ai-characters-to-an-existing-game-part-3-5-reflections-trust-and-pigeons-a4db887e1ea1) What I learned from my players and my characters “Giving infinite dialog agency to the player in...| Jeff Schomay on Games, Narrative and AI
AI is in my game now, but is it better? (Originally published at https://medium.com/@jschomay/adding-inworld-ai-characters-to-an-existing-game-part-3-integration-and-analysis-826172445e10) My game now has live AI characters in it. Interacting with th...| Jeff Schomay on Games, Narrative and AI
(originally published at https://medium.com/@jschomay/adding-inworld-ai-characters-to-an-existing-game-part-2-first-words-baf250e0307f) After considering some implications of adding AI NPC’s to an existing game in my previous article, I have taken th...| Jeff Schomay on Games, Narrative and AI
(Originally published at https://medium.com/@jschomay/adding-inworld-ai-characters-to-an-existing-game-part-1-planning-and-design-57e6a86ffaf0) As a game developer and narrative designer, I’m always looking for ways to make my games more engaging and...| Jeff Schomay on Games, Narrative and AI
I feel like society has sold a lot of us on the idea that if we love our art, we will constantly want to be creating.| Megan's writings
The Rust coding language, originally developed for system programming, has quickly made a significant impact on software development. Rust, created by Graydon Hoare in 2010 and later supported by Mozilla, has grown into a robust language known for its safety, speed, and ability to handle multiple tasks simultaneously. It emerges distinctively as a solution that’s […] The post Rust – What is the programming language used for and which companies use it? appeared first on K&C. The post Rus...| K&C
A long time ago, in a world almost, but not quite, like our own… The city-state of Castamont, a centre of scholarship and commerce on the shores of the scenic Ousarine Bay, is buzzing with excitement! An anonymous knight, an armour-clad Mystery Knight who never removes his full-faced helmet, has arrived to joust in this […] The post Sir Charlotte, <i>la bonne chevalière</i>: Playing with Gender in The Knight & the Maiden appeared first on Historical Games Network.| Historical Games Network
Photics.com is a tech variety website, but in particular it's about web design / development, technology training, tech news, video games, and fun things in tech. Basically… it's technical!| Photics.com
Discover how co-development helps game studios accelerate production, scale smarter, and access top-tier talent. Learn why it's the future of modern game development.| Starloop Studios
We’re working on something new! Can’t say for sure if it’ll work out yet, but the core combat part of it is shaping up nicely already, and I wanna show more of the process as we go than I did with Wizards.| Tom Francis Regrets This Already
Unreal Engine 5.6 brings meaningful upgrades across the board. We review the main points and discus their impacts.| Puget Systems
Unreal Fest 2025 brought developers, artists, and virtual production pros together for a week of cutting-edge sessions, tech demos, and community connection.| Puget Systems
In this post I describe how I took a Microsoft XNA 3.1 game from 15 years ago and converted it to use MonoGame on .NET 8 in just a few hours| Andrew Lock | .NET Escapades
Configure Unity to run a bootstrap scene before the current editor scene. This allows you to test any scene directly while still performing global initialization. Key elements include playModeStartScene, playModeStateChanged, and PlayerPrefs.| Musing Mortoray
Every so often, a game emerges that redefines simplicity and engagement, captivating players of all ages. Snake.io is a shining example—a modern twist on the classic snake game that has entertained gamers for decades. By blending nostalgia with dynamic multiplayer mechanics, Snake.io has taken the gaming world by storm, carving out a space in the […] The post How to Develop a Game Like Snake.io appeared first on Capermint.| Capermint
Learn how to develop a game like Hole.io and All in Hole. Discover key features, development costs, time, and more.| Capermint
In this post I provide an introduction to MonoGame, looking at it's history, the requirements for building with MonoGame, and finally a first sample app.| Andrew Lock | .NET Escapades
More on MMO Architecture:- MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve them- MMO Architecture: client connections, sockets, threads and connection-oriented s…| PRDeving
In this blog post, Research Manager Tanja Välisalo discusses “Cartographia Game Jam”, a game development event organized at the National Archives of Finland in March 2025.| Centre of Excellence in Game Culture Studies
It’s snowing, and I have a mic that make me audible outdoors! So I got mildly snowed on while I rambled about board games as roguelikes, what matters when making games ‘different every time’, and how Dune Imperium pulls it off so well.| Tom Francis Regrets This Already
Blundered into a board game design lately, and it’s coming together. Here I am talking about it on a cold, sunny, noisy (sorry) day! Will show it in action once some little rules things solidify.| Tom Francis Regrets This Already
My chess variant stalled a while, cos I rarely felt like coding when my work day was done. So I bought a chess set and some plasticine to try some ideas lo-fi style. What follows is how my first game of this iteration of Scavenger Chess played out. The board: littered with precious items and […]| Tom Francis Regrets This Already
Firstly, of course: many folks I like and respect love chess, and I’m happy for them and have no interest in persuading chess fans to like it less or want something different. But it’s not for everyone, and I’m one of the people for whom it’s not. So what I’m interested in is: what needs […]| Tom Francis Regrets This Already
Update: the position’s been filled, thanks everyone! We’re looking for someone to make a roughly 2 minute trailer of Tactical Breach Wizards, preferably by the 9th of May. We have a new chapter of the game to show off, but we don’t want to do our usual in-depth talkthroughs because it would start to get […]| Tom Francis Regrets This Already
Note: this was written around the time Void Bastards was released, but languished in my Drafts for years because I’d planned to make it longer. What’s there all still makes sense to me though, so I’m just gonna make it about the 3 things I did cover and throw it out there: Void Bastards is […]| Tom Francis Regrets This Already
I thought it would be an interesting game design challenge to come up with a single player game you can play with a regular deck of playing cards. My first try, about a month ago, didn’t work. But on Sunday I had a new idea, and with one tweak from me and another from my […]| Tom Francis Regrets This Already
Nowhere Prophet has a power where each turn you can choose 1 card from your hand to discard, and draw another to replace it. Slay the Spire has a power where you draw 1 extra card per turn, then must discard 1 of your choice right after. Slay’s power is straight up better: you get […]| Tom Francis Regrets This Already
Talking to people at GDC and Rezzed, especially people just starting in game dev, made me realise I’ve accumulated a load of non-obvious knowledge about how Steam works and how best to use it. Info like this tends to get passed around between established devs, at events and in closed circles, but newer devs and […]| Tom Francis Regrets This Already
When Gunpoint did well, in 2013, I thought: “I should give some money to charity. But this might have to last me the rest of my life. So I should wait til I have a second game out, and see how that does.” When Heat Signature did well in, 2017, I thought: “It’s doing great […]| Tom Francis Regrets This Already
This year I’ve started tracking the hours I spend programming, because generally once I start tracking something I naturally start to optimise it. I’m not a workaholic – I’m at greater risk of not putting in the hours than of putting in too many, and I’d like to make sure I’m putting in enough. Programming […]| Tom Francis Regrets This Already
Heat Signature is one Space Year old today! To celebrate, we’ve released a big free update we’ve been working on for five months, with over 20 features – including our own twist on a Daily Challenge. Click through for details on each: Character Traits 7 New Hazards Glory Missions & Clients Upgraded AI & Reworked […]| Tom Francis Regrets This Already
I love Deus Ex, System Shock 2, and Dishonored 2, and the name for these games is dumb: they’re ‘immersive sims’. If you asked me what I liked about them, my answer would be a phrase almost as dumb: ’emergent gameplay!’ I always used to think of these as virtually the same thing, but of […]| Tom Francis Regrets This Already
I’ve been tweeting GIFs of a game I’m prototyping in Unity for a while now, codenamed Tiny Ex-Cons, and recently did a video blog about the core elements I’m hoping to combine if I go ahead with it. It’s too early to know if this is my next big project or not – my prototype […]| Tom Francis Regrets This Already
I was too nervous to read Heat Signature reviews for two weeks after launch. I was relieved to see the scores were great, and after 3.5 years of work, that was all I wanted to hear: I didn’t want to know what their caveats were. Once I calmed down and read them, though, I was […]| Tom Francis Regrets This Already
For the duration of Space Halloween (27th of Space October to the 1st of Space November), life and death in the Drift will be a little different: Removed: Death Due to science, you cannot die during Space Halloween. Bleeding out, suffocating, or being incinerated in an exploding pod will permanently turn you into a living […]| Tom Francis Regrets This Already
I reshuffled this post a bit so I can link this part more easily: Update On The Everything Gun It’s been great to see how much people are loving this very silly weapon, and how excited people are to send us shots of them finding it. One thing I didn’t forsee was that for a […]| Tom Francis Regrets This Already
Or you can buy it from the Humble Store. Supporter’s Edition There’s also a Supporter’s Edition, which comes with a bunch of fun extras: Play through Heat Signature’s development with 8 early prototypes from its 3.5 year development. Watch 9 developer commentary videos showing and explaining its evolution: from drilling through hulls to liberating empires. […]| Tom Francis Regrets This Already
Heat Signature will be out on Steam 21st of September 2017! At time of writing, that’s Thursday of next week. It’s for Windows PCs, other platforms will depend on how this one goes. We don’t do pre-order bonuses because I don’t want to pressure you to buy before reviews are out. But I am super […]| Tom Francis Regrets This Already
The start of Prey is one of very few narrative-based game intros that really worked for me. And it comes not that long after one in the same genre that especially didn’t: Mankind Divided. So I thought it might be interesting to replay both and compare what works and what doesn’t. Not to pick on […]| Tom Francis Regrets This Already
I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. I’ve also been playing a lot of XCOM 2 lately, and dreaming […]| Tom Francis Regrets This Already
This is the game I started last year, when I needed a break from Heat Signature, and I’ve continued to tinker with it on the odd weekend or evening. It’s crystallised into something I really enjoy playing, so I asked testers what they thought it was worth. The average answer was $5, so $5 it […]| Tom Francis Regrets This Already
Surprising news! I made a new video showing off John Roberts’ excellent new art for the game’s four factions! (Not that surprising) I’m looking for a programmer in the Seattle area to help me finish the game! (Seattle part seems surprising) … because I’m moving to Bellevue to work on the game at Valve’s offices! […]| Tom Francis Regrets This Already
As well as the update above, I’ve been putting up some day-by-day logs of what I’m working on in Heat Signature. I’m only doing them for my own benefit, so they’re not mega interesting and I don’t do one every day I work – only when I think it’ll help.| Tom Francis Regrets This Already
I’m in a cabin in the woods in Sweden for seven weeks, with 20ish other game developers, all working on our own games. This is Stugan. None of us have finished yet, but we have successfully developed the following non-digital games along the way, and I release them to you now: Throw A Rock […]| Tom Francis Regrets This Already
I got an e-mail today from a developer who’s having trouble making any of their prototypes fun. I’m posting my reply here in case it’s of help to anyone else. This developer was writing because they liked Gunpoint, so that’s why all my examples are from that. I would suggest three things to bear in […]| Tom Francis Regrets This Already
As promised on Twitter, I recently sent everyone on our mailing list instructions on how to get in on a new alpha test of Heat Signature. Keys went out to the first 2,000 people to do so, but I’ll also be keeping the testing list active and inviting people to future alphas from there, so […]| Tom Francis Regrets This Already
Hello! I’ll be at Rezzed in London next week, 7-9 April 2016, and you can come and play Heat Signature while I watch, panic, and frantically patch it on a different PC. Saturday’s sold out, but Thurs and Fri tickets are still available. Our artist John Roberts made this fantastic piece for our booth:| Tom Francis Regrets This Already
Excerpt from an e-mail I just sent to artist John: A brief history of zooming and backgrounds: We worry about how to make the game look good at all the zooms between ‘local’ and ‘galaxy map’. You ask if anything actually happens at those zooms. It doesn’t! I rejig the zoom system to skip them. […]| Tom Francis Regrets This Already
Update: Solved! See bottom of post for details. Hello, more experienced programmers than me! I could use your advice. There’s a code-pattern I’ve been using for a while and I’ve just discovered a problem with it, but I can’t see a great alternative either. I will explain by example: What I’m doing Right now I’m […]| Tom Francis Regrets This Already
My summary of where we are after the last ship-generation post would be: The Drunk Snake is probably the best algorithm so far, for generating the amount of branching and length of critical path we want while looking fairly pleasing. But! There’s a lot of room for improvement. But! Improvement is getting harder: we don’t […]| Tom Francis Regrets This Already
Act 1: Character Creation – The Dream Build I always thought working in the gaming industry would be my dream job. And for a while, it was. To me, a dream job meant creatively problem-solving, working with awesome people in teams where everyone was pushing boundaries, telling stories, making art, and integrating technology in ways [...]| Sugar Gamers
That’s right. No VCs, no seed rounds, no flashy LinkedIn flex. Just hard work, creativity, and a relentless belief that building something meaningful is still| Sugar Gamers
Over the past 5 years, we’ve had many incredible opportunities to engage with game developers. From AAA studios to indie developers, the passion for slashing iteration times is significant. Amidst all the fantastic feedback we’ve received for Visual Studio, one sentiment has rung loud and clear: a desire to debug optimized C++ code without sacrificing […]| C++ Team Blog
Game Gears, part of the GDEV holding, has leveraged AI technology during the development of Aliens vs Zombies: Invasion. The studio’s CEO and AI evangelist Alexander Vaschenko explained how exactly these tools helped optimize production in his article for Game World Observer.| Game World Observer
Many traditional game developers, particularly in AAA studios, have dismissed blockchain-based gaming as a cash-grab, often associating it with pay-to-earn mechanics, NFT scams, and speculative markets rather than genuine gameplay innovation. But while big-name developers are steering clear, indie studios might be the ones to truly benefit from this emerging space.| Sugar Gamers
HMR works automagically in almost all popular frontend frameworks. It is, however, possible to control HMR manually. How and why is shown in this Toilet Paper.| Lusitos Tech Blog
I've just released a 2D camera library for web games, with several camera types. Most notable one, which can get influenced by cues in the world and offsets like player movement/aim. Demo link included.| Lusitos Tech Blog
Back in 2016, I've written a game in just 48 hours with Dennis Grass, Wladimir Kröker, and Florian Oetke. Stephen Froeber made amazing music and sound effects for it. It was a very fun weekend. Now I've ported this game from Java (Desktop) to TypeScript (Web-Technologies) and you can actually play it in your browser.| Lusitos Tech Blog
I love working on the TypeScript version of Box2D Lights.| Lusitos Tech Blog
I had some fun porting Box2D Lights (libgdx version) to TypeScript and WebGL.| Lusitos Tech Blog
Explore India's top game development companies, offering expertise in game development, game design, mobile games, AR/VR, Metaverse, and other gaming solutions.| Capermint
Alex Blintsov, CTO at Enraven Games and former development team lead at Pixonic, has created a relaxing decorating sim called Furnish Master. A year after the game’s Early Access launch, he shared its revenue, wishlists, and other valuable data.| Game World Observer
Ludo has been a timeless board game and has long been a favorite board game, but as mobile gaming evolves, so does the way we play it. Fast-paced Ludo variants are now the go-to choice for players seeking quick, competitive gaming experiences. Quick Ludo variants are becoming a massive trend, offering shorter playtime while maintaining […] The post Quick Ludo Game Variants: Why quick ludo games are in demand & how to develop it? appeared first on Capermint.| Capermint
This comprehensive guide will examine the online game development process and the challenges that come with it.| DigiTrends
Discover the key features and technologies that make a great augmented reality game in 2025. Learn about AR game development, realistic integration, gameplay mechanics, and more.| DigiTrends
More on MMO Architecture:- MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve them- MMO Architecture: client connections, sockets, threads and connection-oriented server…| PRDeving
Note: This is one of several articles that looks at other games (Cavemaster by Jeff Dee and Talzhemir Mrr) comparing what they do with Born from Ice. The intent is not to critique or find fault, but rather to try to present the scope of prehistoric tabletop RPG options that are available, and show the unique things that Born from ... Read More The post RPG Comparison: Cavemaster by Jeff Dee and Talzhemir Mrr appeared first on Born from Ice: Stone Age Role-Playing.| Born from Ice: Stone Age Role-Playing
The Raven Totem Path in Born From Ice: Your shamanistic subclass for exploring the mystical spirit world and its ancient secrets.| Born from Ice: Stone Age Role-Playing
Why 5e? Discover how D&D's 5e system uniquely enhances our Stone Age RPG, 'Born from Ice'.| Born from Ice: Stone Age Role-Playing
Game Dev Collaboration Between Designers and QA Teams| blog.qatestlab.com
by Beat Suter LINEL – a Swiss Game Publisher: Part 1 – A comprehensive list of LINEL’S games Part 2 – Collaborations and unreleased games Part 3 – Working for LINEL – is in progress The following text originally appeared here. (First published on CH Ludens on 19.10.2023, now in a new, significally extended version … Continue reading LINEL – a Swiss Game Publisher 2: Collaborations and Unreleased Games| Confoederatio Ludens
How I check if locations are connected in my hex-based puzzle game| Musing Mortoray
The problem space| Wave Alpha
Last Sunday I decided to finally take a shot at using Godot. I only looked a bit at the getting started section of the documentation but haven't looked at anything past that or even tried using it past myself, past downloading it. As I used many engines before, and tried to make my own, a lot of it was very familiar, but many things were also easier to do than in other engines I know.| Wave Alpha
Stone Age Adventures await in 'Born from Ice', an RPG where epic quests challenge with no magic, just raw heroism.| Born from Ice: Stone Age Role-Playing
Read the Randomworlds Q&A with 'Born from Ice' designer Loren Small. Exclusive insights and discussion, fully transcribed and archived.| Born from Ice: Stone Age Role-Playing
Würm by Chaosium and Born from Ice: Comparing their unique approaches to prehistoric RPGs, highlighting 5e's versatility and adaptability.| Born from Ice: Stone Age Role-Playing
Monsters of the stone age: Explore creatures that haunted our ancestors, and discover how myths like the Wendigo fit into prehistoric life.| Born from Ice: Stone Age Role-Playing
Prehistoric Movies and TV: Discover the stone age cinematic inspirations for the world of Born from Ice. From classic films to hidden gems!| Born from Ice: Stone Age Role-Playing
No magic, no problem! Dive into Born from Ice, a unique 5e setting, and explore how the absence of magic creates new storytelling avenues.| Born from Ice: Stone Age Role-Playing
Historical accuracy or gameplay? Why not both? Learn the fine art of balancing in the creation of Born from Ice, a Stone Age RPG.| Born from Ice: Stone Age Role-Playing
An adaptation of my Unity Flight Controls project for Godot! … More Godot – Flight Controls, Just The Way I Like It!| Keith M. Programming
Unity, You're going down a path I can't follow... … More A Bitter Farewell, Unity| Keith M. Programming
I’m still alive! Ha! I’m making a quick post for visibility (assuming anyone comes here, anyway), because I’ve been posting models and renders I’ve created over in a new area of the blog: 3D Modeling! It doesn’t have much right now, but it does have: So, if you’re at all interested, go ahead and check … More 3D Modeling Bonanza| Keith M. Programming
I can almost hear Star Fox saying "All-Range Mode!" … More Unity 3D – Flight Controls, Just The Way I Like It!| Keith M. Programming
Mix And Jam post recreations of game mechanics, and they've recreated my favorite Barrel-Roller. … More Link: Star Fox’s Rail Movement by Mix And Jam on Youtube| Keith M. Programming
Candy Number Crunch Saga is a stock trading simulation game that runs entirely in Microsoft Excel!Candy Number Crunch Saga takes place in the not too distant future where King.com (KING) has had a …| Cary Walkin.CA
I was going to hold off on uploading this until I had more animations in the game but I felt the desire to share. So this is a early preview of what will be coming in the future. Please forgive the…| Cary Walkin.CA