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Dean Gichukie’s studio Kunta Content delivers authentic African stories

PreMortem.Games

Welcome to Dean Gichukie ‘s world, where history comes alive through Kunta Content. The Kunta Content team Dean’s creative journey began at age 8 when he started drawing and painting. Dean recently returned from France, where Kunta Content clinched a prestigious award in the gaming category at the Creation Africa Forum.

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Unity Games That Last: How Testing, Art, and LiveOps Drive Revenue and Retention 

iXie gaming

Meeting Modern Visual Standards Unity developers must balance fidelity and function. Art Pipelines That Scale with Content To support fast iteration and seasonal updates, many studios are moving toward modular asset libraries. Art teams deliver modular assets that allow LiveOps to launch weekly content without blocking engineering.

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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

Titles like Fortnite, Apex Legends, and Genshin Impact have redefined player engagement through frequent content drops, seasonal events, and community-driven updates. The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. What Makes Live-Service Art Production Different?

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The Ethical Implications of Procedural Content Generation in Gaming 

iXie gaming

In the ever-evolving world of game development , Procedural Content Generation (PCG) has emerged as a transformative force. By utilizing algorithms to create game content dynamically, PCG offers exciting possibilities, from vast, intricate game worlds to unique, personalized player experiences.

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Load Balancing SmartFoxServer 2X with HAProxy

Smart Fox Server

In this article we are going to explore several ways to use the open source HAProxy load balancer in conjunction with SFS2X , to increase the scalability and availability of a multiplayer project. Round robin Load Balancing. After a few seconds the load balancer should be up and running. Introducing HAProxy.

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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Well, after Beta 11 that’s where we find ourselves now, switching focus more and more to brand new elements that don’t need to adhere to any sort of core content accessibility requirements. There’s already a ton of core content--many hundreds of hours worth.

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A twofer but they’re related. Why in games, where nothing needs to be shipped, do shops “rotate” things in purely digital storefronts as if they can’t exist for sale perpetually? And why can’t battle pass items just be bought outright in most cases? F2P games make it so arduous to get things you want today even if you just want to pay up front and it’s infuriating. It’s always lottery and long term investment to get a single thing now. I don’t buy cosmetics often but sometimes I see something I want and *would* buy but woops! Sorry, you missed the battle pass! Why is this the meta?

Ask a Game Dev

Creating rewards that players want is the point - we want to make content players want to engage with. It's always a delicate balancing act between monetization, player engagement, player frustration, and the particular exclusivity to drive that engagement.

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