Co-founder and CEO Tim Morton talks to GameDaily about his work on StarCraft II, and how to make RTS accessible to a wider audience.
From harnessing the power of early access to a lighthearted approach to the realm of the dead, Hades has become Supergiant's most successful launch ever. Kasavin talks to GameDaily about the studio's design philosophy.
Beep Games and Tribetoy talk to GameDaily about the origins of the arcade shooter that takes place inside the clockwork mechanisms of a turn-of-the-century parlor game.
Users can access a treasure trove of resources that is sure to help them elevate their projects to the next level.
Jones is utilizing the power of the Unity engine to build his "narrative runner."
CEO Harold Ryan talks to GameDaily about how the new studio fits into the ProbablyMonsters business philosophy, and the importance of "sustainable AAA development."
The Unity Distribution Portal will automatically publish your mobile game on several Android-based stores all at once.
GTR's Pontus Mahler talks to GameDaily about the program, how studios are selected for funding, and his frustrations with the shift to virtual events.
Michael Hammond, project marketing specialist at the indie studio, talks to GameDaily about the opportunity to present at Gamescom, the challenges of discoverability, and the inspirations behind Foregone.
Kitfox's Tanya X. Short and Victoria Tran talk to GameDaily about preparing for Gamescom, the origins of Boyfriend Dungeon, and the transition to working remotely.