When a major MMO game dev goes indie

Former RuneScape developer Chris Knowles discusses his time at Jagex, his design philosophy, and the one thing he refuses to do with his upcoming indie game.

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Alex Rushdy Didn’t Technically Choose a Career in Games, but He’s Having a Great One Anyway

The CEO and creative director behind Runbow and Dawn of the Monsters discusses the recent discomfort of running a Unity team, his Godzilla ’98 VHS collection, and more.

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Hi, Meta Employee! We’re Sorry a Stranger Took Over Your Desk. Have You Tried the Help Center?

Your desk should represent you, and in the unlikely event that a stranger takes it over, we at CodeWritePlay want to help.

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Dad Weighs In: Dogs Like Dads Best Because We Are the Same Creature

Save your animal expertise—dogs just want to hang out with someone who will eat something unrecognizable straight off the floor.

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How James D’Amato Built a Thriving RPG Content Network on Improv, Inclusivity, and Accessibility

The One Shot Podcast Network co-founder discussed RPG play for audiences, tabletop content creation, adjusting to new baby life, and the latest installment in his Ultimate RPG Guide series.

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LÖVR Framework – Implementing Mouse/Keyboard Input

Today we’re implementing FPS controls (minus the S) for navigating our LÖVR scenes.

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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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