Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Articles

Article Listing

How Deep Links Relate to Mobile Games

Published in APIs and Tools

By Evan Barry - With a newly released Unity wrapper and mNectar partnership, Branch Metrics is bringing deep links to mobile games.

Why Do Mobile Games Often Fail at International Expansion?

Published in Mobile Development

By Vincent Chan - Many mobile games can benefit from international distribution, but many are unsuccessful. With these tips you'll have a better chance to succeed.

When do videos need voiceovers?

Published in Music and Sound

By Kirill Kliushkin - Our thoughts about when videos for games need voiceovers, and when they don’t. There are important pluses and minuses we think everyone should be a...


View Complete Archive You cannot add articles


Like
0Likes
Dislike

How Deep Links Relate to Mobile Games UNDER REVIEW

May 06 2015 07:16 AM | Posted By Evan Barry in APIs and Tools
With a newly released Unity wrapper and mNectar partnership, Branch Metrics is bringing deep links to mobile games.

Tagged With:  deeplinking  game development  unity  mnectar  api  sdk 
Like
6Likes
Dislike

Why Do Mobile Games Often Fail at International Expansion?

May 03 2015 06:50 AM | Posted By Vincent Chan in Mobile Development
Many mobile games can benefit from international distribution, but many are unsuccessful. With these tips you'll have a better chance to succeed.

Tagged With:  mobile  internationalization  localization  translation  distribution 
Like
5Likes
Dislike

When do videos need voiceovers?

Apr 30 2015 09:19 AM | Posted By Kirill Kliushkin in Music and Sound
Our thoughts about when videos for games need voiceovers, and when they don’t. There are important pluses and minuses we think everyone should be aware of

Tagged With:  Videos  Voiceovers  Mobile Games  Trailers  Sound  Voice  Games 
Like
10Likes
Dislike

Dynamic vertex pulling with D3D11

Apr 30 2015 01:14 AM | Posted By Kirill Bazhenov in Graphics Programming and Theory
This article covers a method that allows you to render millions of unique objects with Direct3D11 or OpenGL 4+ with minimal CPU overhead. Rendering objects this way is very close to DX12/Mantle/Vulkan performance.

Tagged With:  d3d11  azdo  next-gen 
Like
6Likes
Dislike

Giving Away $17,000 Worth of Toto Temple Deluxe at Pax East

Apr 28 2015 12:32 AM | Posted By Yowan Langlais in Business and Law
Yowan describes the experience of demonstrating a game at PAX East.

Tagged With:  marketing  conference 
Like
8Likes
Dislike

Shader Cross Compilation and Savvy - The Smart Shader Cross Compiler

Apr 27 2015 08:52 AM | Posted By Apostol Dadachev in APIs and Tools
Taking a look at the problem of shader cross compilation and introducing a solution which utilizes a purely text based approach.

Tagged With:  shadertools  DirectX  OpenGL  HLSL  GLSL  C++  graphics  parser  programming  cross-platform 
Like
8Likes
Dislike

Automata, Virtual Machines and Compilers

Apr 27 2015 08:48 AM | Posted By Vilem Otte in General Programming
Have you ever wanted to find magic behind the actual computation inside your computer? How are compilers made? What is assembler and disassembler? How to make your own scripting language?Then the following article explains basics in theory and implementation behind this!

Tagged With:  C++  Scripting  Compilers  Automata  Interpreter  VM 
Like
-2Likes
Dislike

Call Unity3D Methods from Java Plugins using Reflection UNDER REVIEW

Apr 24 2015 09:42 AM | Posted By Ali Afrougheh in Game Programming
how to call Unity Methods from Java Plugins that you write for Unity3D-Android.

Tagged With:  Unity3D  Android  Unity3D Plugin 
Like
2Likes
Dislike

Crowdin: Localizing Without Pain

Apr 17 2015 05:24 AM | Posted By Kirill Kliushkin in APIs and Tools
Pain-free localization is the dream of everyone who develops software for foreign markets. It's a true story about a tool that makes the localization process almost magic!

Tagged With:  localization  translation  cloud technology 
Like
6Likes
Dislike

Tips for Designing and Developing Free-to-Play Games

Apr 15 2015 07:59 PM | Posted By Jose Maria Martinez, 'Hafo' in Game Design
This article shows some tips on how to make your HTML5 F2P games attractive so you can monetize them via ads, the purchase of virtual goods or any other way. This article is oriented to people who knows what free-to-play games are and also have played 'Flappy Bird' more than once.

Tagged With:  tips  design  f2p  free-to-play  free to play  monetize  monetise  game loop  game design  p2p  virtual goods  monetization  pay to play  powerups  power ups 
Like
16Likes
Dislike

Automated Deployment of Your Game

Apr 13 2015 06:53 PM | Posted By Craig Edwards in APIs and Tools
Learn how to bundle your game in an installer with very little effort, to sign your installer with a digital signature, and automatically upload your game to your website.

Tagged With:  inno setup  installer  uninstall  code signing  uploading 
Like
4Likes
Dislike

Arcade Machines and Gaming Library Pigaco - Devlog #0: Introduction & Architecture UNDER REVIEW

Apr 08 2015 08:34 AM | Posted By Max Heisinger in APIs and Tools
An introduction to a project which tries to make development of arcade games easier and to streamline building and providing arcade gaming machines.

Tagged With:  diy  console  selfmade  selfbuilt  game  gaming  arcade  retro  shared  memory  piga  pigaco  boost  architecture 
Like
3Likes
Dislike

Cache And How To Work For It UNDER REVIEW

Apr 06 2015 11:42 AM | Posted By Joshua Waring in General Programming
programming and storing data in a cache-friendly manner is imperative to performance improvements and, in turn, a reduction in power consumption

Tagged With:  CPU  performance  cache  memory  access  optimisation 
Like
7Likes
Dislike

Standard Gameplay and IAP Metrics for Mobile Games (Part 3)

Apr 02 2015 10:08 AM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games. This week covering conversion for in app purchases.

Tagged With:  analytics  game balance  mobile  indie 
Like
8Likes
Dislike

Creating a Movement Component for an RTS in UE4 UNDER REVIEW

Apr 02 2015 08:56 AM | Posted By Dmitry Terekhov in Game Programming
having just finished refactoring a movement component for spaceships, the author discusses Navigation Volumes, Movement component, AIController and Pawn

Tagged With:  unreal engine 4  c++  movement  starfalltactics  ue4  how-to  pathfinding  network 
Like
2Likes
Dislike

How to Pitch Angry Birds, If It Were an Unknown Indie Game

Mar 20 2015 11:10 AM | Posted By Drew Giovannoli in Business and Law
At the Red Fox Clan, we thought it would be fun to pretend that Angry Birds was still an unknown indie game as a template for how you can promote your game. We’re specifically going to write a pitch that would be emailed to reporters online.

Tagged With:  How to  game review  pitch  game promotion 
Like
15Likes
Dislike

How to check that a player's PC meets your requirements

Mar 20 2015 01:47 AM | Posted By Craig Edwards in Game Programming
You've created the next call of duty. In excitement, someone downloads your game and starts it. If their PC isn't the latest and greatest, are they met with a cryptic error message or crash, or something nicer? Read this article to find out how to do it the right way.

Tagged With:  system requirements  specifications  hardware detection 
Like
1Likes
Dislike

Substance Painter Review UNDER REVIEW

Mar 16 2015 10:43 AM | Posted By Kelly L. Murdock in Visual Arts
Take a look at this different approach to adding details to a model, not through texturing but by actually painting materials onto the model

Tagged With:  review  texture  3d modeling  materials 
Like
8Likes
Dislike

My GDC virginity: Of indie loserdom, hope and friendship.

Mar 12 2015 04:32 AM | Posted By Peter Cardwell-Gardner in Event Coverage
Indie developer Peter Cardwell-Gardner details his experiences of his first GDC. A tale of woe trying to pimp a failing Kickstarter for the music game, Cadence – and finding loving friendships in unexpected places.

Tagged With:  gdc  conferences  Cadence  kickstarter 
Like
16Likes
Dislike

Retro Mortis: RTS (Part 3) - Forged in Steel...

Mar 04 2015 03:02 PM | Posted By Michel Mony in Game Design
In this article, I take a look at Warcraft II and Starcraft, the "second age" of RTS.

Tagged With:  Design  Retro  RTS 
Like
8Likes
Dislike

Postmortem: "Pavel Piezo - Trip to the Kite Festival", a game for learning languages

Feb 24 2015 08:51 PM | Posted By Carsten Germer in Production and Management
Our game “Pavel Piezo - Trip to the Kite Festival” has just been released for the first target platform. I decided to write up this postmortem without knowing sales numbers and without being able to share details about marketing on different platforms as “the story so far”.

Tagged With:  postmortem  html5  cordova  phonegap  canvas  mobile  tablets  hidden object game  educational  javascript  postmortem 
Like
10Likes
Dislike

Skeletal Animation Optimization Tips and Tricks UNDER REVIEW

Feb 20 2015 01:28 PM | Posted By Peyman Massoudi in Graphics Programming and Theory
Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make them run more efficiently in real-time scenes. This article tends to address some of these techniques in two levels. Implementation level and usage level.

Tagged With:  Animation  Character Animation  Optimization  Skeletal Animation 
Like
15Likes
Dislike

Debugging - "Follow The Data"

Feb 18 2015 11:54 AM | Posted By Bruce J. Veazie in General Programming
Programmers may be unaware that, with the proper approach, debugging problems on their own can save time, and result in valuable self-education. An approach to debugging I call "Follow The Data" can do just that.

Tagged With:  debugging 
Like
12Likes
Dislike

Composing an Indie RPG Title Track

Feb 17 2015 12:38 PM | Posted By Thomas Henshell & James Marantette in Music and Sound
Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track.

Tagged With:  rpg  music  composing  composition  title track  archmage  indie 
Like
10Likes
Dislike

Persistent Mapped Buffers in OpenGL

Feb 13 2015 09:04 AM | Posted By Bartlomiej Filipek in OpenGL
OpenGL (since version 4.4) gives us a new technique to efficiently move data from CPU to GPU. It's called persistent mapped buffers that comes from the ARB_buffer_storage extension.

Tagged With:  opengl  gpu  memory  performance 
PARTNERS