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Marketing Strategy - Part 3 - How To Communicate - by Stavros Pilatis

12 October 2017 - 7:28am
Third and final part of a series focused on detailing an indie marketing strategy giving actual examples of: Where to find contacts, What to put in a press kit, How to execute contacting the press.
Categories: Game Theory & Design

How to Maintain a High Star Rating for Your App & Why it Matters - by Eric Tan

12 October 2017 - 7:27am
How do you make sure your app maintains a high average star rating in the app store and why is it important? A veteran of several major app store successes, Adam shed light on the art of user review analysis.
Categories: Game Theory & Design

Day 25 of 100 Days of VR: Creating Victory State After We Defeat All Enemies - by Josh Chang

12 October 2017 - 7:20am
Welcome back to day 25! Today is going to be relatively short, we’re going to finish our Enemy Spawning system by adding a victory state.
Categories: Game Theory & Design

The Free Game Development Tools Used Today - by Juned Ghanchi

12 October 2017 - 6:39am
In today’s world, mobile game development ecosystem is growing at an unprecedented pace. Many developers are moving into the game development zone. With this trend, we find some mobile game development tools are arriving into the market.
Categories: Game Theory & Design

How Software Powered the Rise of Independent Game Design - by Dylan Moran

12 October 2017 - 6:38am
The increasing success of independent developers directly correlates with an increase in the quality of their output.
Categories: Game Theory & Design

Design Pillars – The Core of Your Game - by Max Pears

12 October 2017 - 6:31am
I discuss how important it is for you as a developer to find the core of your game. To do this you can use the pillars technique. Originally posted on: http://www.maxpears.com/category/blog/
Categories: Game Theory & Design

The Definition of [Artificial] Insanity: The Systemic AI of Far Cry - by Tommy Thompson

12 October 2017 - 6:31am
Far Cry is a AAA video game franchise built on the principles of systemic gameplay and behaviour. We take a look at how this is managed by AI systems in both Far Cry 3 and 4.
Categories: Game Theory & Design

Where VR's Going: Thoughts on OC4 Hardware Announcements - by Edward McNeill

12 October 2017 - 12:08am
At OC4, Oculus announced two standalone headsets in the works: Oculus Go and the Santa Cruz prototype. What does this mean for VR devs?
Categories: Game Theory & Design

Ready Player Two: Women Gamers and Designed Identity - by Shira Chess

11 October 2017 - 6:57am
The following is an excerpt from the introduction of my recent book, Ready Player Two: Women Gamers and Designed Identity.
Categories: Game Theory & Design

The Homeless Game Developer: Week 1 - by Jonathan Neves

11 October 2017 - 6:48am
In need of a career boost, follow game designer and producer Jonathan Neves as he takes a journey from one location to the next in pursuit of job placement and professional satisfaction. Part 1.
Categories: Game Theory & Design

Translating a Game 1/3 : The Process - by Rasmus Rasmussen

11 October 2017 - 6:45am
Get a high level overview of what it takes to get your game translated in part 1 of 3 with increasing levels of detail. Part 1 is about planning and preparing for the localization process and its phases.
Categories: Game Theory & Design

Community Can Help You Build a Killer App - by NYFA Game Design Faculty

11 October 2017 - 6:44am
“The best content is other people” says Dmitri Williams in a recent op-ed article in the L.A. times, but for social features to work, they need to happen at the right time and place in your experience.
Categories: Game Theory & Design

How to Pitch Your Game 101 - by Jasmine Greene

11 October 2017 - 6:44am
You've worked hard on your game, but whenever you describe it you notice people's eyes gloss over. Read the article to find out how to pitch your game to get people excited.
Categories: Game Theory & Design

How Difficulty Design Affects the Experience - by Josh Bycer

11 October 2017 - 6:43am
Difficulty is an often debated part of game design, and in today's post, I want to talk about why it's hard to make every game easy.
Categories: Game Theory & Design

Scaling Dedicated Game Servers with Kubernetes: Part 3 – Scaling Up Nodes - by Mark Mandel

11 October 2017 - 6:43am
Third part of a series on managing and scaling Dedicated Game Servers with open source projects Kubernetes and Docker. In this post we look at using game server CPU information to increase the nodes in our Kubernetes cluster as our player base increases.
Categories: Game Theory & Design

Day 24 of 100 Days of VR: Creating Waves for Spawning System in Unity - by Josh Chang

11 October 2017 - 6:42am
Today in Day 24, we’re going to resume working on our EnemySpawner. Yesterday, we laid the groundwork that allows us to spawn enemies, however, we haven’t implemented finishing a wave yet. Today we're going to fix that!
Categories: Game Theory & Design

Demystifying earned media: how does indie game PR really work? - by Lewis Denby

11 October 2017 - 6:39am
Public relations can seem like a strange and arcane art sometimes. So how do the most successful indie games build momentum and hype via public relations? Game If You Are director Lewis Denby gives an in-depth walkthrough of the process.
Categories: Game Theory & Design

Learn or die - by Stacy Davidson

11 October 2017 - 6:30am
A look back at a life of on/off game development and how I'm avoiding the pitfalls of the past by doing the hardest thing of all: learning new tricks.
Categories: Game Theory & Design

[AI Design]: Why characters in Ebony Spire: Heresy behave the way they do - by Constantin Bacioiu

10 October 2017 - 7:07am
How I designed the AI in my dungeon crawler. The article looks at a way to implement two different approaches: a need driven system and a ratio based decision making system!
Categories: Game Theory & Design

Dissecting Design -- A Valley Without Wind - by Josh Bycer

10 October 2017 - 7:07am
Each week, Josh Bycer of Game-Wisdom takes a deep dive into one video game for his Dissecting Design series. This week, it's all about the replayability of A Valley Without Wind.
Categories: Game Theory & Design

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