One Game Developer’s Quest for Autism Awareness and Acceptance

I sat down remotely with Thomas Kildren of Fletcher Studios to discuss his popular upcoming VR project, his challenges as a developer and stay-at-home parent, shifting opinions in the community, and more.

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LÖVR Framework – Shaders and Lighting Adventures

The LÖVR framework allows for pretty quick prototyping of 3D and VR interactive scenes through simple Lua coding, but compelling scenes require good lighting. It’s time to tackle shaders.

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Let’s Learn the LÖVR Framework – Part 1

The LÖVR framework promises lightweight beginner-friendly 3D and VR programming using Lua. Let’s experiment!

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John Romero’s Studio Is Hiring for All Positions for His Next FPS Game

Romero Games Ltd. has just put out the call for all disciplines and skill levels—emphasis on Unreal Engine 5 experience—to work on a new John Romero FPS for an unnamed major publisher. Here’s what we know.

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Exploring The Kyle Rittenhouse Video Game’s Unusual Connections

By now you may have heard about Kyle Rittenhouse’s Turkey Shoot, an upcoming point-and-shoot web browser and mobile game from Mint Studios apparently supporting Rittenhouse’s legal fund to “sue the leftwing media organizations for defamation.” If you haven’t looked into who’s involved and what they’ve been up to, it’s quite a ride.

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Schell Games, Insomniac Among 2022 Games for Change Award Winners

The Games for Change organization has unveiled its 2022 video game and XR award winners, and among them are familiar names like Insomniac Games, Schell Games–as in, Jesse Schell, famed designer and author of The Art of Game Design: A Book of Lenses–and more.

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GameDev Breakdown: Developer and Streamer Chris Gardner

The freestyle coder himself drops in to discuss the ups and downs of live coding, presenting at and organizing conferences, navigating the world of non-game commercial software development, and more. We also discuss what we’re playing now and what games we’re looking forward to getting our hands on.

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My Q&A with GoldenEye X Project Lead, Donald “Wreck” York

As we (apparently) inch closer to a remaster of Rare’s 1997 Nintendo 64 classic, GoldenEye 007, I wanted to take an opportunity to contribute to the excitement. GoldenEye is easily one of my favorite games of all time, and my very first freelance piece in games journalism included excerpts from an interview with leaders from the GoldenEye X project–a campaign to port GoldenEye 007 to the superior Perfect Dark engine with locked content restored and other improvements in place–and our discussion didn’t get nearly enough room to breathe. Today, for the first time, I’m giving the full discussion (edited only for clarity and flow where helpful) a home online.

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Dad Weighs In: The Starfield Delay

You kids have it better than any kids in history, and you just can’t seem to be happy.

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Alarmed Player Calls Tech Support About Credits Lasting Longer Than 4 Hours

“It was fun for a while, but I’m starting to get dizzy.”

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