Color Theory for Game Developers: A Practical Guide
Color theory for games without the art-school jargon: build a palette, keep the scene readable, guide the player's eye, and pass the colorblind check.
Game development insights, tutorials, and updates from the Egmatic team.
Color theory for games without the art-school jargon: build a palette, keep the scene readable, guide the player's eye, and pass the colorblind check.
Steam sells no ads, so visibility must be earned: publish the store page early, build one demo, enter Next Fest once, and post weekly where players gather.
Casual games live and die on session length, one-thumb input, build size, and store compliance. The 2D engines that actually fit those constraints.
A decision framework for your first indie game: match free-to-play, premium, or ads to session length, content depth, and the audience you can reach.
Half of players hold the phone one-handed and tap with a thumb. Here is how to size and place touch controls so your game feels right from the first tap.
The median mobile game keeps 22% of installs on day one. The interface decides most of that in the first minutes — here are the patterns that move it.
Mobile games earned $113.3 billion in 2025, more than PC and console combined. Here is what the 2026 numbers mean and where small developers still win.
Unity is free until you earn $200K, then costs $2,310 per seat a year. Here is what indie developers actually do about it in 2026.
Godot is free and powerful, but it expects code. Here is where visual editors honestly win, where Godot wins, and how to pick for a 2D game.
Five fill-in GDD templates for solo game developers: a one-pager, a core-loop sheet, a milestone plan, a decision log, and a store-page-first spec.
Construct 3 pricing 2026: free tier limits, Individual vs Business plans, annual vs monthly billing, and whether it is worth it for indie devs.
A drag-and-drop creator builds 2D games from objects on a canvas plus visual logic, no code. Here is how to pick one and ship your first game.