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Tips, Tools and Guidance: VR Assets for the Game Music Composer - by Winifred Phillips

14 January 2019 - 5:09am
Game composer Winifred Phillips presents an annual VR audio resource list for game audio pros. Included: technology and tools, methods and techniques, communities and organizations, and popular VR conferences.
Categories: Game Theory & Design

It Took us 1.5 Years to Figure Out What our Game is About - by Vasileios Karavasilis

14 January 2019 - 5:09am
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after 3 disappointing iterations we finally started development on the 21st of November 2018.
Categories: Game Theory & Design

Microtransactions and Loot Boxes: Can the Video Game Industry Regulate Itself? - by Matthew McCaffrey

14 January 2019 - 5:08am
If consumers and regulators continue their joint opposition to the industry, and if the industry fails to placate them, it won’t remain independent for long.
Categories: Game Theory & Design

MAGFest 2019 - A Student Dev's Experience - by Jake Carfagno

14 January 2019 - 5:05am
A reflection on our first experience showcasing Runaway, a punk rock parkour platformer, at the Music & Games Festival (MAGFest). We've learned a lot and share here what went well and where we have room to improve.
Categories: Game Theory & Design

TIPS FOR LOCALIZING YOUR GAME FOR CHINA IN 2019 - by Evelyn Lin

14 January 2019 - 5:05am
The Chinese gaming market is understandably very attractive for many companies looking to go global. But while this massive market presents huge business opportunities, entering China poses its own set of unique challenges.
Categories: Game Theory & Design

Why 2018 taught us more than any other year  - and how it can help your game development studio - by Benjamin Rivers

14 January 2019 - 2:46am
Small developers often feel like they lose business momentum between launches. Here are four lessons that helped us grow our business in 2018, even though we didn't release a new game.
Categories: Game Theory & Design

Video Game Deep Cuts: The Dusk Of The Bandersnatch Game Jam - by Simon Carless

13 January 2019 - 7:42am
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and a surprising mega-roundup of 2018's best 'game jam' games.
Categories: Game Theory & Design

What Interactive Digital Entertainment Companies Are Doing to Prepare for the California Consumer Privacy Act - by Kimberly Culp

11 January 2019 - 7:39am
Many game companies have just finished (or may still be working on) their GDPR compliance. But, California has a new privacy law that will likely require another look at privacy practices. This article benchmarks what others are doing to comply.
Categories: Game Theory & Design

Nonlinear Story Structure in Games - by Nathan Savant

11 January 2019 - 7:38am
A breakdown of the Three Act Structure and how it can be expanded to help guide non-linear narratives
Categories: Game Theory & Design

Engaging with Your Audience on Social Media - by Jessica Paek

11 January 2019 - 7:38am
Whatever size your community currently is, there are even more people out there who would be your fans if they knew about you. We discuss how to get the most out of your social media efforts by engaging with your audience.
Categories: Game Theory & Design

Why do we get so attached to our soldiers in XCOM? - by Tiago Costa

11 January 2019 - 7:37am
I finally got around to play XCOM2 and once again my soldiers died... I grew attached to one in particular... Onde Called Sofia "Solo" Conti. Then I saw her died to a set of lucky hits... Why do we get so attached to our soldiers in XCOM?
Categories: Game Theory & Design

A simple format to archive design decisions - by David Bailly

11 January 2019 - 7:34am
How we keep an archive of decision-making within the design docs with the help of a few emoticons.
Categories: Game Theory & Design

Easy to Learn, Hard to Master - by Lukas Powers

11 January 2019 - 7:34am
Atari founder, Nolan Bushnell, came up with the game design methodology “Easy to learn, but hard to master.” While it has become a popular mantra for designing game mechanics, it may not be the only philosophy that works.
Categories: Game Theory & Design

Designing a Production Process: An Addendum - by Ryan Darcey

11 January 2019 - 12:46am
An addendum to my "Designing a Production Process" series that describes how to further utilize your issue tracking database to support it.
Categories: Game Theory & Design

Thor, Pirate Software: Leaving AAA to go Indie - by Jessica Paek

10 January 2019 - 8:14am
For our last developer interview of the year, we got to talk to Thor from Pirate Software to talk about how he left AAA to start his own indie studio.
Categories: Game Theory & Design

How A Small Cleavage Got PIXELMAN Censored On Google Play - by Matias Kindermann

10 January 2019 - 7:46am
Our game PIXELMAN was removed from Google Play because it features a small cleavage.
Categories: Game Theory & Design

Candy Raid: The Factory Post Mortem - by Kayne Ruse

10 January 2019 - 7:43am
Candy Raid: The Factory was made by Kayne Ruse and Evan Hartshorn. In this post mortem, they break down what went right, what went wrong, and what they learned along the way.
Categories: Game Theory & Design

Kliuless #18: China, Silicon Valley, and the New World Order - by Kenneth Liu

10 January 2019 - 7:42am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

When the UI is the Game - by Julian Colbus

10 January 2019 - 7:20am
The sci-fi MMO Prosperous Universe is played entirely through a futuristic user interface. Read about our initial inspirations, the biggest challenges and the solutions we have come up with over the past three years.
Categories: Game Theory & Design

The JRPG Startup Cost - by Radek Koncewicz

9 January 2019 - 10:05pm
Timing various gameplay elements in JRPGs of the 4th console generation: the Genesis, Sega CD, Super Nintendo, and the Game Boy. Was the random encounter grind really that bad?
Categories: Game Theory & Design

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