Making games (Page 2)
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Unpacking foley design in video games
From indie to AAA, we explore how sound designers immerse players in worlds with authentic sounds.
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What games companies need to know about the Age Appropriate Design Code
With the UK's new kids data code now in force, Reed Smith's Elle Todd explores what the industry needs to do
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How to place virtual objects in the real world convincingly
The team behind Angry Birds AR: Isle of Pigs shares its secrets for making augmented reality feel more like reality
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Roblox 101: Adopt Me developer's tips on finding success
The GamesIndustry.biz Academy talks to Uplift Games' head of marketing David Statter about Roblox's best practices and how to make it on the platform
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Essential design features to help PC and console games succeed on mobile
GameRefinery's Wilhelm Voutilainen explores how Call of Duty Mobile, Genshin Impact and League of Legends: Wild Rift bring AAA gameplay to smart devices
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Three community-led ways to promote equity and make better games
Collaboration, accessibility, community: Elliot Callighan explores ways indie and mid-sized developers can lead the charge for equity
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The art of fair play: Developing the best systems to deal with players who cheat
My Games' anti-cheat team lead programmer Victor Punegov gives tips to developers on how they can combat cheating
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12 winning tools and strategies for the games industry's work from home era
Developers and publishers share their advice on how to adapt to a remote or hybrid operation
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Blocking ransomware, hackers and more: What you need to know about security for games
Sumo Logic's Iain Chidgey explains the basics of game security
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"Accessibility doesn't hamper a vision, it enhances creativity"
Accessibility specialists discuss their quest for inclusive design, and accessibility not being rocket science
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Technical localization challenges and how to solve them
Codeglue's Thomas Jongman details common issues you can encounter when localizing Japanese games into English
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"It's made of details": Staying focused as a hobbyist game developer
CreatorCrate's Jori Ryan on how part-time developers can keep themselves undaunted by bigger picture worries as they work on their project
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Seven steps for a winning hypercasual prototype
Crazy Labs' Rotem Eldor details the right steps for a prototype that can pass the marketability test and later become a successful hypercasual game
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Improve your user experience with passwordless authentication
Sponsored article: Learn how Xsolla Login and passwordless authentication can remove the risk of weak, reused, and leaked passwords during registration
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Growing customisable first-party data analytics for mobile games
Exient's production director Thomas Leinekugel explains the benefits of building a first-party analytics solution
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Best practices for developing VR games for theme parks
Gamitronics founder Rajat Ojha explains the subtleties of developing VR content for location-based experiences
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Telling story through gameplay
In a case study looking at Grindstone, Kaitlin Tremblay explains what it means to tell stories in games that look like they may not have a lot of space for narrative
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"Just ship it": Tips for game development on a budget
At Nordic Game, Patch & Path's Ian Lotinsky gave advice on how to launch an indie game on schedule and on a shoestring budget
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Didn't we already fix this? Why you keep seeing the same bugs in localization QA
Amber's John W. Park explains the subtleties of working with a Translation Memory database
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Iteration and social trends: The keys to successfully entering the hypercasual market
At GI Live, Shai Sasson detailed CrazyLabs' strategy to develop and release successful hypercasual games
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Developing games for low-vision players
Descriptive Video Works' Rhys Lloyd explains how to implement audio description to make your game more accessible
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Making platforming pop: How Sumo built Sackboy's music levels
For the GamesIndustry.biz Academy, Jack Houghton explains how Sumo matched licensed music and gameplay in Sackboy: A Big Adventure
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How to start hypercasual games production from scratch
Ducky's Ivan Fedyanin explains how to best generate ideas and prepare prototypes for the hypercasual mobile market
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The challenges of porting Human: Fall Flat to mobile
From touch controls to performance optimization, Codeglue details the complexity of bringing No Brakes Games' hit to mobile
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The keys to multilingual game development
Xloc's Jenny McKearney outlines best practices so that projects remain on schedule when localizing games using remote teams
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