Goal 4D
A developer shares a personal project from 2001-2003: Goal4D, a now-obsolete Java 3D engine, and considers open-sourcing it.
A developer shares a personal project from 2001-2003: Goal4D, a now-obsolete Java 3D engine, and considers open-sourcing it.
A game developer reflects on feedback and ratings received for their Ludum Dare game jam entry, analyzing scores across categories like innovation and graphics.
A developer's postmortem analysis of creating a simple game, 'Beebop The Island Hopper,' during the 24-hour Ludum Dare game jam competition.
A developer's late-night entry for the Ludum Dare 17 game jam, creating a game called 'Beebop The Island Hopper'.
A game developer discusses taking a break from game making to learn new tools like Vim and Haskell, and how exploring different programming paradigms improves skills.
A developer shares lessons learned from creating seven experimental games, focusing on iteration, execution, and goal-setting.
A developer's postmortem analysis of a personal game project, 'A Geek Valentine', covering development time, graphics, and simple AI implementation.
A developer creates a Valentine's Day-themed game about a geek avoiding girls using traps and a time machine.
A developer's postmortem analysis of their first shooter game, 'The Chronicles of Bim: The 100 Fake Afros', discussing development time, features, and shortcomings.
A game developer introduces the new year's theme '100 Things' for the Experimental Gameplay Project, focusing on creative constraints.
A developer's postmortem analysis of creating 'Jonas IceCream Stand,' a game built in 7 days, covering GUI challenges, art, and gameplay balance.
A developer's postmortem analysis of creating 'Bugger,' a speed-typing game about fighting programming bugs, covering development time and tools.
A game developer's postmortem on creating a small game, covering lessons learned about time management, code reuse, and overcoming negativity.
A developer's postmortem on creating their first game, 'Balls', in 7 days, detailing challenges, lessons learned, and the final result.
A developer's blog about creating a new themed game every month, handling all graphics, sound, and code solo.
An analysis of 'sympathy crunch' and work-life balance issues at video game developer Bioware, based on archived forum posts and employee accounts.
Goggles is a browser-based flight simulator game that uses Google Maps satellite imagery as its interactive 3D world.
The early development history of the online game SubSpace, from its 1995 inception to its troubled 1998 retail release.
The developer's privacy policy states they do not collect user data in their games and provides links to their Patreon and book recommendations.