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Postmortem: A Courtroom Drama Game, Twelve Absent Men - by JJ KR

15 February 2018 - 6:03am
This is the story of Twelve Absent Men, a courtroom drama game developed for Android and iSO. The Post-mortem looks at design features, ideas, gameplay and coding, along with various problems that came up along the way.
Categories: Game Theory & Design

The Punishment Dream of James Sunderland in Silent Hill 2. - by Savannah Ferguson

15 February 2018 - 6:03am
An in-depth character analysis via the psychodynamic framework of defence mechanisms in relation to James Sunderland from Silent Hill 2. Discusses Žižek's theory of 'The Real', Freud's theory of the 'Punishment Dream' and Jung's archetypes and psychosis.
Categories: Game Theory & Design

Mine Seeker Steam Achievements and Testing - by Jason Crosby

14 February 2018 - 7:27am
I have added Steam achievements and now getting ready to test.
Categories: Game Theory & Design

Arts vs. Entertainment: Is "Art" in Gaming Dying? - by Andrew Heikkila

14 February 2018 - 7:12am
I think people play video games and invest in their experiences for two primary reasons: their artistic narrative and their ability to provide competitive entertainment. Unfortunately, I believe that the former is going by the wayside.
Categories: Game Theory & Design

Making a videogame cover that doesn't suck - by James Cavin

14 February 2018 - 6:47am
Say no to face bouquet! When small developers make video game box they tend to mimic the designs of bigger games from their genre. That's a mistake, and here's why.
Categories: Game Theory & Design

How we messed up and how we succeeded: Malta Global Game Jam - by Jasper Schellekens

14 February 2018 - 6:47am
Lessons learned from organising the Malta Global Game Jam. An organiser's post-mortem describing the things we thought went well and things that went badly, so others can learn from our mistakes and take inspiration from our successes.
Categories: Game Theory & Design

2017 Wasn’t VR’s Year, but Spielberg Film Reignites Gaming Movement for 2018 - by Mark Poole

14 February 2018 - 6:47am
We had lofty dreams for virtual reality gaming, and unfortunately, in 2017 we did not see any of those dreams come true. The Oculus release prompted a long period of buzz and left consumers with a burning curiosity for what could follow.
Categories: Game Theory & Design

Making a Game Boy game in 2017: A "Sheep It Up!" Post-Mortem (part 2/2) - by Doctor Ludos

13 February 2018 - 6:11am
What does it take to release a new game cartridge for the Game Boy in 2017? Here’s my experience (Part 2/2), with a lot of details on the tools I used and the feedback my game received!
Categories: Game Theory & Design

The New Boardgame Journalism (with apologies to Kieron Gillen) - by Michael Heron

13 February 2018 - 6:07am
This is a post about the New Game Journalism philosophy as applied to tabletop games. We need to be doing better when we talk about what it means to play games and why people should care.
Categories: Game Theory & Design

My favorite game designs of 2017 - by Raph Koster

13 February 2018 - 6:04am
Taking a look at the most interesting design elements in games in 2017.
Categories: Game Theory & Design

Video Game Composers: The Art of Music in Virtual Reality (GDC 2018) - by Winifred Phillips

13 February 2018 - 6:04am
Video game composer Winifred Phillips presents extra research & scholarship gathered for her GDC 2018 talk: Music in Virtual Reality. This info (not included in the talk) is useful for composers and audio pros interested in music strategies for VR games.
Categories: Game Theory & Design

Basics of Game-as-a-Service Marketing - by Dima Pinchuk

13 February 2018 - 6:02am
This post is about the key principles of Game-as-a-Service Marketing.
Categories: Game Theory & Design

At What Point Does Difficulty Level Become Cheap - by Dan Hastings

13 February 2018 - 6:02am
Getting the balance right when setting a game difficulty can be something that makes or breaks a game. Regardless of how easy or hard a game is, there is one thing it should never be and that is cheap
Categories: Game Theory & Design

3D engine entirely made of MS Excel formulae : Enjoy this Doom.xls file ! - by C Bel

13 February 2018 - 1:27am
A 3D engine on MS Excel, using only excel formula. This engine is applied on a complete - yet basic - doom-like game. Rendering is made through ray casting, pixel per pixel. The exercice intend to demonstrate what can be done with formula only.
Categories: Game Theory & Design

Video Game Deep Cuts: Outsourcing My Death Anxiety - by Simon Carless

12 February 2018 - 8:33am
This week's highlights include a great longform piece on game asset outsourcing, the creator of A Mortician's Tale on overcoming her death anxiety, and lots more.
Categories: Game Theory & Design

Indie Pre-Mortem: second year on my side project - by Thomas Gonzalez

12 February 2018 - 7:50am
After the recap on the first year of my first indie project, ASTRE, here is the second year's recap!
Categories: Game Theory & Design

Revolutionary Warfare | The AI of Total War (Part 3) - by Tommy Thompson

12 February 2018 - 6:14am
In part 3 of my series on Total War, I look at the campaign AI of 2013's 'Total War: Rome II'.
Categories: Game Theory & Design

How we did not attend at Global Game Jam 2018 - by Soma Szarka

12 February 2018 - 6:13am
If you had to choose between finishing a game in time or finishing it with all the features you wanted to accomplish, which one would you choose? Read about how we choose the latter option for Global Game Jam 2018.
Categories: Game Theory & Design

Episodic design 2.0 - Gameplay and storytelling at its best (Part 2) - by Pascal Luban

12 February 2018 - 6:12am
In the first part of this feature on episodic design, I summarized why this narrative format can significantly improve game experience. In this second part, I'll describe a game concept that merges intense action gameplay and strong episodic storytelling.
Categories: Game Theory & Design

What Indie Devs Get Wrong About Professional Networking - by Rachel Presser

12 February 2018 - 6:12am
Game developers need to network like anyone else. But you've probably been taught a lot of wrong things about professional networking. For indie devs in particular, it's integral to your survival. Here's what you need to know about getting out there.
Categories: Game Theory & Design

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