One of the things I get asked about a lot is how to deliver a game on time and on budget. This means ‘spec-ing’ up a game as well as having the right tools, trying to avoid scope creep whilst making it fun. The […]
How to bootstrap your studio, increase the visibility of your game and make it easier to sell by adding and altering an out of copyright licenses from the public domain*?
Last week, I wrote about acquiring […]
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