Making your open source project newcomer-friendly
I care about making projects welcoming to new contributions, and try to improve this experience on projects I’m involved in. I’ve picked up a few tricks along the way.
Manish Goregaokar's blog
Ken Levine's next game will be both "small-scale" and open world
Ken Levine has some hugely impressive games to his credit: Thief, System Shock 2, and of course BioShock and BioShock Infinite. None of them are exactly what you'd call small games, but it sounds like his next project will be.
Andy Chalk at PC Gamer
The Journey East postmortem: 8 tips to make good games in less than 5 hours
The Ludum Dare always yields a lot of crazy results, and I'm proud to be at the forefront of that this time.
Jack Galler at Gamasutra
Mistakes you might want to avoid for your game
One can learn from others and avoid making the same mistakes. This also applies to crafting a new game therefore, we have summed up a couple of mistakes you might want to avoid for your game.
Scott Johnston at Spil Games
ChakraCore GitHub repository is now open
Going forward, we’ll be developing the key components of Chakra in the open.
Gaurav Seth at Microsoft Edge Dev Blog
Traversal level design principles
For the purposes of this article I define Traversal Gameplay as any gameplay where the player is actively moving around a space.
Travis Hoffstetter at Gamasutra
Securing our property or how to make a HTML5 game safe
Although web-applications have, without any doubt, lots of advantages in comparison to native applications, there are some serious drawbacks too.
VEmpire blog
How to write a smoke shader
I'll walk you through writing a smoke shader from scratch, and teach you some useful shader techniques so you can expand your arsenal and develop your own effects.
Omar Shehata at Tuts+ Game Development
Creating a WebGL game with Unity 5 and JavaScript
I’m going to show you how to get up and running with Unity. I’ll also show you how to create a simple game in Unity using JavaScript and how to export your game to the web.
Michaela Lehr at SitePoint
How to simulate flocking behavior with Boids using HTML5 and Phaser
I am going to show you, in a series of posts, how to simulate a flocking behavior and how to use it in other projects which have nothing to do with flocking.
Emanuele Feronato's blog
JavaScript implementation of a procedurally generated, chunked 2D tilemap using Phaser
Superpowers — extensible HTML5 app for real-time collaborative projects is open sourced
Conway's game of life computed in WebGL
3D watery effect on an object with multipass at Shadertoy