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InfoQ Homepage Game Development Content on InfoQ

  • Is Developing Games for CTV Really That Hard?

    Developing a game for the CTV market is nowhere as difficult as some believe. While Roku may be the most difficult to start off with, it has potential, and Apple TV, Android and Amazon Fire TV all represent decent platforms for developers to hone their craft. Studios who dive into the field now will find that they may be able to set the standards of this rapidly evolving video gaming horizon.

  • Testing Games is Not a Game

    Testing video games goes beyond or differs in general from what Quality Assurance means and represents. It brings a new subset of responsibilities and skills intrinsic to the gaming industry. This article provides insights about the game industry, the role of the game tester, thoughts on challenges, and the learnings of testing games.

  • Q&A on the Book Infinite Gamification

    The book Infinite Gamification by Toby Beresford explains how to create sustainable gamification programs that motivate teams and individuals for continuous improvement, using prime directives, scores, measurements, and badges. Using gamification you can design staff scorecards that drive behavior.

  • Q&A on the Book Fail to Learn

    The book Fail to Learn by Scott Provence explores how we can learn from failure and how trainers and course designers can use gamification to foster failure and learning in their educational environments. When playing games it's ok to try out something, lose the game, learn from it, and restart and try something else.

  • Porting a Desktop Game Editor to the Browser with WebAssembly

    Florian Rival, software engineer at Google and creator of the GDevelop game editor, discusses the lessons learnt from porting a native desktop game editor to the browser with WebAssembly. InfoQ interviewed Rival on the technical challenges encountered, the benefits derived from the port, and tips for developers thinking about porting desktop applications with WebAssembly.

  • Q&A on the Book Gamification for Business

    The book Gamification for Business by Sune Gudiksen and Jake Inlove explores the usage of games for effectively tackling business challenges and improving organizational performance. It provides results from research on gamification, case studies of game-based solutions, and the benefits that serious games and design thinking can bring.

  • Q&A on the Book Why Do So Many Incompetent Men Become Leaders?

    In the book Why Do So Many Incompetent Men Become Leaders?, Tomas Chamorro-Premuzic explains why it is so easy for incompetent men to become leaders and so hard for competent people - especially women - to advance. He explores leadership qualities and dives into how to recognize them, paving the way to improve leadership in organizations.

  • Q&A on the Book OpenSpace Beta - A Handbook for Organizational Transformation in Just 90 Days

    The book OpenSpace Beta by Silke Hermann and Niels Pflaeging describes an invitation-based approach for rapid and lasting organizational change using concepts such as OpenSpace and the BetaCodex. It provides a visual timeline with roles and components to guide a co-creation based transformation.

  • Psychological Safety in Training Games

    Games can be safe places where people can learn lessons experientially under controlled circumstances and generate insights that can be applied to their daily work. Sometimes though, games can get too personal and uncomfortable. A facilitator can create safety mechanisms for these games, including making it easy and safe for people to opt-in and opt-out.

  • The Microgaming Idea Factory: Innovation in Practice within a Leading Online Gaming Software Company

    It’s easy to get so bogged down in the pressure of daily work that we don’t have time to think creatively or space to implement ideas. We talk about empowering staff, but few are offered any opportunity to innovate outside their direct role. Microgaming built the Microgaming Idea Factory to ensure innovation was company-wide. Winner of The Spark Award 2017, sponsored by hotelbeds.

  • Creating a Creative and Innovative Culture at Scale

    King Digital Entertainment needs to foster a creative and innovative culture with engaged and motivated people to create fun games. They have established an environment with freedom and trust, with space for experiments, exploration, and learning, to make people happy. Experiments and lessons from the engineering organization showing continuous improvement of HR-related processes and topics.

  • F# Deep Dives Review and Author Q&A

    F# Deep Dives, edited by Tomas Petricek and Phillip Trelford, is a new book aimed at showing what is the business value that using F# brings in practice. The book presents 11 real industrial scenarios and the way F# allowed field experts to solve them using a functional-first approach. InfoQ has interviewed Tomas Petricek, co-editor of the book.

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