To create the game you need: idea, fantasy, perseverance, patience and useful materials from our digest.
Making games
Enemies and ammunition : reduction, reuse, recycling.
We program artificial intelligence to perform complex tasks simultaneously in The Sims 4.
Level system for Armored Engines.
How to make a step by step RPG using Phaser (Part 3).
How to use Pathfinding in Phaser.
How to use the state machines to control the behavior and animation in the Phaser.

Eco's game
developer blog : property, transportation, landscape, foliage!

We create an interactive story in the game:
part 1 ,
part 2 ,
part 3 ,
part 4 ,
part 5 ,
part 6 .

Variants of ethnicity in the creation of characters:
races in games ,
skin and hair ,
faces and bodies .
Draw a female face.
Stylization of rendering "painted" world.
Amazon Lumberyard is a free
CRYENGINE spin-off.
Brutalism in game architecture.
How to use Bitmasking Tile to automatically create layouts of levels.

CopperCube Engine Release 5.4.
Alternatives to the Game Over screen.
Release Godot Engine 2.0.
New features Blend4Web 16.02.
Announcement of the release of the open engine Tombstone.
Dialog editor for games.
The release of NeoAxis 3D Engine 3.4 and the announcement of 4.0.
Design episodic games.
')
Audio
Can music and sound in games
deal with VR “diseases” .

Sometimes fireball is just fireball: the
search for creativity in sound design.

Active surrounding music and
vivid silence in video games.

Category
GRAMMY for gaming composer .

Music and audio technologies for VR:
new developments .
Announced the nominees of the Game Audio Network Guild Awards 2016.
Creating the main theme music for the game Guns of Icarus.

Blizzard sound
design and sound recording.
It is interesting
As
our habits in games
change with age.

Kids as
game developers .

Street Fighter 5
Review .

Fighting
lose popularity ?
Wasteland : an open-world RPG development in 1988.
How to improve your Dual Shock 4 with parts of the Xbox One controller.
Postmorthem game Race the Sun from Flippfly.

As the creators of Subnautica,
plunged deeper into the rendering of realistic water.
6 ways to make your speedrunner game more attractive.
Parse Clash Royale.

The Legend of Zelda is 30:
remember the 5 things she brought to the console games.
Gameboy Autopsy : What's Inside a Nintendo Classic Portable Game Console.
Online game engines : why you should use them.
Guide on the best controllers for the PC.

Unravel
Review .

Gravity Rush Remastered
Review .
Interview with Peter Molinho : "Retirement was tempting ...".
The ups and downs in the creation of Angry Birds.
How has mobile HTML5
changed in 16 months?
The 5 biggest challenges for Lumberyard.

How developers
create artificial intelligence that plays like a human.
10 easy steps to become an indie developer.

About
rambling game design.

As Superhot (and 6 more games) from prototypes
turned into commercially successful projects .
Video : art design principles for Hearthstone.

Far Cry Primal
review : a primal action in the open world with mammoths, cave bears and man-eater neighbors.
5 misconceptions about eSports.
Impressions of the beta Homefront: The Revolution.
The history of the Atomic Game Engine and the road map for 2016.
5 reasons not to miss Dragon's Dogma on the PC.
Review on XCOM 2.
What is Metagame?
The results of the White Nights conference in Helsinki.
How to "break" time and not screw it up. What are the authors of Max Payne and Quantum Break doing now?

Theory and practice of Street Fighter: the
martial arts of the world , as reflected in the game.

Superhot
review .

Island of unfulfilled hopes: a
review of The Witness .

What happens to Xbox One exclusives? How did Microsoft suddenly decide to release Quantum Break for PC, and
what did the players respond to ?
The most flexible game studio : how Blizzard manages to create quality games for 25 years.
The basics of game balance : probability and chance in complete disarray.

How to play XCOM 2:
Tricks and tips .

Star Wars
performance analysis : Battlefront.
Customize graphics in Rise of the Tomb Raider.

Basics of game balance:
situational balance .
Principles of game balance : development, promotion and pace of passage.

What is the
ideal analytics system for a game project?

Creating a game event "Alien vs. Predator": the
experience of cooperation Plarium and 20th Century Fox.
Andrei Fadeev : “In the first social game, we earned more than all my online stores in a month.”
Promotion of online games - the experience of the creators of Life is Feudal.
Creating an environment in the game "The Witcher 3: Wild Hunt."

Just Cause 3
Graphic Setup Guide .
Gaming motivation : the older the player, the less desire to compete.
Podcasts
Violence in video games.

Sergey Galyonkin
's podcast
about news and events in the gaming industry.

Sergey Galyonkin podcast:
attracting users to the game, their retention and analytics.

Podcast
about testing in Android from AppTractor.
The 28th podcast of “Disgusting Men”: George Dobrodeyev, Victor Zuev and Peter Salnikov discuss not very fresh news, raise very pressing issues and recommend very good games.
The 29th Podcast "Disgusting Men", devoted mainly to XCOM 2.