A few years ago I was asked by a videogame magazine what games inspired me most. I had a lot of fun compiling a short list for them. Today I...
New gamedev blogpost! "The games that inspired me most." What games were your biggest inspirations?
Xuebing Du
Mike Driver
Cosimo Galluzzi

pixel skylines
he wasn't even looking at me and he found me

@theartofmadeline

shark vs the universe

JBB: An Artblog!

JVL

ellievsbear
Cosmic Funnies
Peter Solarz
art blog(derogatory)
Show & Tell
Sade Olutola
Acquired Stardust

roma★
Keni
Misplaced Lens Cap

Kiana Khansmith
seen from Brazil

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@joostdev
A few years ago I was asked by a videogame magazine what games inspired me most. I had a lot of fun compiling a short list for them. Today I...
New gamedev blogpost! "The games that inspired me most." What games were your biggest inspirations?
In the weeks before and after the Early Access launch of our new game Blightbound we've been fixing a lot of bugs, including 3 very stubbo...
New gamedev blogpost! About three stubborn netcode bugs that weren't any fun while we were looking for them for days, but now that we've found and fixed these they're actually quite intriguing.
Being a company owner can be a stressful occupation. Your decisions can make the company successful or run it into the ground. There's plent...
New gamedev blogpost! This one is about how I cope with the pressure and stress of owning a game company, and some tricks that can hopefully help others be more relaxed at running a company as well.
Cache optimisation is one of the most hardcore, low-level topics in game programming. It's also a topic that I haven't been very successful ...
New gamedev blogpost! This post explains the basics of cache optimisation and shows how we managed to greatly optimise our particles by restructuring them for better memory coherence.
The games we've so far made at Ronimo have all featured a heavy emphasis on competitive multiplayer. Designing, testing and iterating these...
New dev blogpost! About interesting things we've learned balancing Awesomenauts and Swords & Soldiers.
Also, I intend to blog a bit more regularly again, let's see whether I can find time for it again!
I've finished a new song! I'm quite happy with the atmosphere of this one, and with the interplay between the cello and the violin. On my album, this song will serve to bring the story from the 20th century to the 21st century, hence the title.
Game balance is often approached from the angle of the pro-gamer: how strong are things when used by a skilled player? However, the balance ...
New dev blogpost: "Beginner balance versus pro balance." This post discusses 3 different approaches we've used in Awesomenauts and Swords And Soldiers 2 to improve balance for beginners without upsetting balance for experienced players.
Random design thought: management games are puzzle games where the puzzle is too complex to solve.
I've finished a new cello song! :D This one started out as a travelling theme for a game concept with a little boat, but will end up on my album as the intermezzo where the story jumps from the 1850s to the 1950s. The title reminds of both uses. Hope you like it!
A relaxing bit of cello improvisation to a piece of music I wrote a couple of years ago and never figured out what to do with... until now! :) Enjoy! Cello a...
Here’s another cello improvisation I recently recorded. Enjoy! :)
A relaxed instrumental cello improvisation on a sample of seasounds. The seagulls sample was made by juskiddink.
Matchmaking is a touchy subject and this has previously made me somewhat hesitant to write about it in an open and frank manner. Today's top...
New Awesomenauts dev blogpost! About how psychological factors influence how players think about matchmaking and why even a theoretical 'perfect' matchmaker would still get lots of complaints from players.
I've composed a new song! It's a wonderfully relaxed bit of cello music to the rhythm of a... typewriter! Featuring gentle vocals and artwork by Marissa Delbressine ( @ocreana ) and guitar by Thomas van Dijk.
A short clip from today's Cello Fortress performance at Gluren Bij De Buren in Nieuwegein. The idea of a live cellist controlling a game and playing against the audience keeps amazing audiences. :)
Giving players access to the beta of a new game or new content before it's released is a great way to get feedback and find bugs, allowing y...
New dev blogpost! This post discusses how you can give players access to the beta for a new game or an update and what the pros and cons of each method are.
The recently released game Marvel's Spider-Man has interiors behind windows in many buildings. This looks great and it seems to be done usin...
New gamedev blogpost! Explaining a shader technique I invented back in 2007 and that seems to be used in a really cool way in the new Spider-Man game.
Matchmaking is a big topic with lots of challenges, but at its core is a very simple question: who should play with whom? A couple of years ...
New blogpost about game development! This one is about how the Awesomenauts matchmaker balances different requirements like ping, equal skill and letting premades play against each other.