Less of a lesson and more of a technique. We all know that the key to finishing a game is to keep it simple. We also know, when you're acting as your own product designer and developer it's much harder to put boundaries on what you do.
This is the third update from the Synthwave Questionnaire. This set of question relates to the synthwave scene and community.
This is the second post on the Synthwave Questionnaire posted to the Synthwave Producers group on 10/19/17. Check here if you haven't read the first post. The results listed here relate to the how synthwave musicians make their music. Let's start with the most popular DAWs/sequencers. Roughly half of those polled used either FL Studio or Ablleton Live.
This is the first in a series of posts by Super 80s World exploring the Synthwave music scene through the eyes of it's musicians and producers. The results provided here are based on a survey of 165 synthwave artists.
This Halloween, Dan Camaro is going back in time to save 1984. Here's a sneak preview of the new levels and abilities he has at his disposal in Super 80s World.
Continuing to learn a lot about the game as we demoed it to hundreds of folks at the Smithsonian Arcade this weekend.
There are creators and there are critics. They're not necessarily mutually exclusive, it's more like a spectrum in which our personality fits. Regardless of where you fit on the spectrum, if you're creating or promoting a game, you're going to run into a lot more folks on the critical side of the spectrum.
Through the last few blog articles I've talked about the benefits of collaborating with others on your game development project. This week I wanted to talk about tools for gaining feedback about your game. In particular, the A/B testing tool called "PickFu".
The concept of the Retro VGS is pretty cool were in not for the hefty $300 price tag. If you're looking to create your own retro console you can do it pretty easily for under $100.