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Game Designer Spotlight: Hideo Kojima - by Caleb Compton

10 June 2019 - 7:22am
In this installment of Game Designer Spotlight, I look at the acclaimed director of the Metal Gear Series and Death Stranding. How did he get started making games, what is his design philosophy, and how did his love of film influence his designs?
Categories: Game Theory & Design

Video Game Deep Cuts: Combo Breaking E3 With BitSummit Flair - by Simon Carless

8 June 2019 - 5:35am
This week's roundup includes a look at some great community events - from the fighting game scene's Combo Breaker to Japanese indie dev scene's BitSummit, as well as a peek at the first ever E3 Expo, kids apps, D&D in 2019, & lots more.
Categories: Game Theory & Design

How to come up with new game ideas - by Vadim Charugin

7 June 2019 - 7:29am
Here’s how you start developing your first game — with Shovel Knight as an example.
Categories: Game Theory & Design

Forced Failure as Story Moments - by Sande Chen

7 June 2019 - 7:27am
In this article, game writer Sande Chen opines about forced failure as story moments and how players are more likely to forgive forced failure when engaged in story-driven games.
Categories: Game Theory & Design

Creating Game Character from Scratch – Tutorial - by Tom Safarov

7 June 2019 - 7:27am
In this post originally published on RocketBrush Studio's Blog, you will find a simple tutorial on creating your game character from the idea to the completed work.
Categories: Game Theory & Design

To Tame A Legal Issue: What Developers Can Learn From The Iron Maiden/Ion Maiden Trademark Lawsuit - by Liz Surette

7 June 2019 - 7:25am
The band Iron Maiden is suing publisher 3D Realms over the game title Ion Maiden. I will discuss some legal best practices for developers to use in order to avert trademark controversies, using the Iron Maiden case as an example of pitfalls to avoid.
Categories: Game Theory & Design

Why Do Games Like Fortnite Become Popular? - by Dr. Michael Garbade

7 June 2019 - 7:22am
Do you wonder what made Forntite so popular? If so, then we cover the eight reasons why it does. By going through the post, you can also learn from its success.
Categories: Game Theory & Design

Why I Love: The Tendrils [Shadow of the Colossus] - by Stephen Trinh

7 June 2019 - 7:11am
A game design's perspective on why the tendrils in Shadow of the Colossus might be the most important thing in the game.
Categories: Game Theory & Design

Kliuless #38: Google Reveals Stadia Details - by Kenneth Liu

7 June 2019 - 7:02am
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

1 Year of Gamdev, and Making Games Should be Fun - by Craig Robinson

6 June 2019 - 7:18am
Craig shares 1.5 years of learning game development while working a full time job. He talks about the summer leading up to creating Buttery Games and starting LUMEN: Lost Passages as a way to escape.
Categories: Game Theory & Design

Exteneded Fiction in Game Deisgn: Hotline Miami, Spec Ops: The Line, and Bioshock - by Austin Anderson

5 June 2019 - 7:50am
This is the final section of my honors thesis on extended fiction in game design, it discusses games that utilize ludoethical tension in a different and darker manner than previously discussed. It also contains the conclusion to my thesis.
Categories: Game Theory & Design

Things to Know About Creating a Turn-Based Strategy Game - by Chris Fernholz

5 June 2019 - 7:44am
Some tips and tricks when developing an RTS game. This article will give you an overview of some key factors for development, design, and gameplay mechanics.
Categories: Game Theory & Design

Evolving Achievements with Trophy Room Design - by Josh Bycer

5 June 2019 - 7:43am
Today's post looks at the use of achievements and how there are ways to evolve their use in games.
Categories: Game Theory & Design

Sell our souls to the devil. The risk of debt for equity deals. - by Simon Bailey

5 June 2019 - 7:42am
We all love ‘Diablo’ but would we sell our souls him?... Last week my colleague Anthony and I gave a presentation of our latest game to a potential funder. We managed to get the opportunity and the game USP across well.
Categories: Game Theory & Design

Gambling in GTA - more than an afterthought - by Lauri Ronkainen

5 June 2019 - 7:36am
Rockstar Games - the company behind GTA and RDR game series - has included some elements of gambling in most of their hit games. Let's take a look at all the options to make an easy buck in the entire Grand Theft Auto Saga.
Categories: Game Theory & Design

Marketing an upcoming Steam game - by Burak Tezateser

4 June 2019 - 7:39am
This is a collection of guidelines for building a marketing plan of upcoming Steam Games. I am not an expert on this area but I gathered some resources to guide myself and others about the topic.
Categories: Game Theory & Design

7 Key Steps in Game Development - by Daniel Jones

4 June 2019 - 7:38am
Game Development is a bigger task than ever these days. It is easy to see the phrase development hell and wonder how studios get themselves into such difficulties. A Quick look at the long drawn out process of game development illustrates this.
Categories: Game Theory & Design

Is there life after Fortnite? An emerging trend in game design brings novelty - by Pascal Luban

4 June 2019 - 7:36am
While the game industry is swamped by the battle royale tsunami and its exacerbated individualism, a game genre is slowly emerging: Cooperative games where players should not compete but must cooperate to win.
Categories: Game Theory & Design

Extended Fiction in Game Design: Life is Strange and Hellblade: Senua's Sacrifice - by Austin Anderson

4 June 2019 - 7:33am
Part of my series of blog posts containing sections from my honors thesis on extended fiction in game design, this section discusses ludoethical tension and how it's used as extended fiction in Life is Strange and Hellblade: Senua's Sacrifice
Categories: Game Theory & Design

Admiring the Game Design in Hyper-Casual Games - by Chirag Chopra

4 June 2019 - 7:32am
Game Designers - here's what you can (probably) learn from hyper-casual games, no matter how much you hate seeing them on App Stores.
Categories: Game Theory & Design

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