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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

By Kaitlin Tremblay

"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

By Marie Dealessandri

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

By John W. Park

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

By Vikki Blake

Developing games for low-vision players

Descriptive Video Works' Rhys Lloyd explains how to implement audio description to make your game more accessible

By Rhys Lloyd

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

By Jack Houghton

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

By Ivan Fedyanin

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

By Jori Kamp and Jorick de Hoog

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

By Jenny McKearney

The black art of platform conversions: The gold master

Sponsored article: Abstraction Games details the process of submitting your project to the platforms

By Academy Sponsored

How weapon capabilities influence environmental design and player movement

Lead game designer on Hood: Outlaws & Legends Jamie Smith explores how weapon mechanics can impact other areas

By Jamie Smith

Why next-gen consoles need next-gen faces

DI4D's Colin Urquhart discusses the ever higher expectations of realism in games for the GamesIndustry.biz Academy

By Colin Urquhart

The manifold challenges of localising Disco Elysium

Testronic's Manuel Jimenez Verdinelli details the hurdles of localising ZA/UM's hit and its one million words

By Manuel Jimenez Verdinelli

An introduction to UX writing for mobile

King's Patricia Gómez Jurado shares good practices around crafting user experience copy for casual mobile games

By Marie Dealessandri

Five things to consider when building games for future players

Benjamin Charbit shares the lessons he's learnt about the audience Darewise Entertainment is targeting: Gen Z

By Benjamin Charbit

The Bala brothers' guide to finding the magic

At GDC Showcase, the Velan Studios founders detailed their business model, fuelled by divergent thinking

By Marie Dealessandri

Developing for fandom at every level

Beautiful Glitch creative director Julián Quijano explains how Monster Prom was designed with fan consumption in mind

By Brendan Sinclair

Five tips on being a better producer

Fundamentally Games' Ella Romanos looks at what makes production successful for the GamesIndustry.biz Academy

By Ella Romanos

Getting closer to simulating the real world: Applying ray tracing in games

At Tencent Game Developers Conference, Yuan Xie explored the challenges of applying ray tracing

By Yuan Xie

Best practices for designing an effective user interface

Double Eleven's Edd Coates shares the essential components to designing accessible and effective UI for video games

By William Nelson

How to be a better character designer

At the Yorkshire Games Festival, Lucy Kyriakidou explored visual storytelling, body diversity, and how to improve your art skills

By Marie Dealessandri

Making terms and conditions more accessible to users

Sulake discusses how to make something that epitomizes "boring" into something that adds to the user experience

By Raquel Alvarez

The black art of platform conversions: The release candidate

Sponsored article: Abstraction Games details the penultimate stage of the adaptation process -- the release candidate

By Academy Sponsored

GoldenEye, Mario and how to succeed in the world of nostalgia

There's a huge market of 30-somethings eager to replay the games from their youth, but getting it right can be hard

By Christopher Dring

Azure PlayFab: The world's biggest dev tools you've never thought of

Microsoft's James Gwertzman tells the GamesIndustry.biz Academy about his mission to help developers succeed

By Marie Dealessandri

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