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Originally written in 2018, revised in 2021. Welcome to the inaugural post of Behind the Scenes: Lessons from a Kickstarter Board Game Publisher! In this series, I’ll be talking about aspects of board game publishing you don’t normally think about. Why board game publishing companies do things that seem weird from the outside? What can we learn from board games that are already published?
This year, Microsoft’s free Game Stack Live event (April 20-21), starting at 8am PDT, will offer a wide range of can’t-miss sessions for game developers, in. This year, Microsoft’s free Game Stack Live event (April 20-21), starting at 8am PDT, will offer a wide range of can’t-miss sessions for game developers, in categories that include Graphics, System & Tools, Production & Publishing, Accessibility & Inclusion, Audio, Multiplayer, and Community Connections.
In case you missed the recent news, we decided to change our versioning for Godot 3.x and rename the upcoming version 3.2.4 to Godot 3.3 , thereby starting a new stable branch. Check the dedicated blog post for details. Here's another Release Candidate for Godot 3.3! Keeping this post short as there wasn't much change, just a handful of fixes - refer to the 3.3 RC 7 post for details on new features.
Many games companies struggle with how to use their metrics and Key Performance Indicators (KPIs) effectively. They are conflicted because game metrics have two different purposes: Comparison and Improvement. Improvement. I use metrics to help games companies make better games. My aim is not to compare one games company to another to see which one is better.
Warning: this is a fairly technical game developer-y post. If you came here for gay sex, I'm sorry. For an upcoming project commission, I'm making a 2D game with crowd simulation and simple controls that works well on mobile browsers. (Reminder: for iOS, that means WebGL 1.0 and no WASM.) The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders.
With everyone shifting to a remote work environment, game development and professional visualization teams worldwide need a solution for real-time collaboration. With everyone shifting to a remote work environment, game development and professional visualization teams worldwide need a solution for real-time collaboration and more efficient workflows.
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