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Making Six Ages for iOS: A Retrospective - by David Dunham

30 July 2018 - 7:49am
A postmortem about creating “Six Ages: Ride Like the Wind,” the spiritual successor to “King of Dragon Pass,” as a tiny indie studio.
Categories: Game Theory & Design

6 reasons behind mobile gaming’s increasing success - by Umberto Gonzalez

30 July 2018 - 7:48am
reasons behind mobile gaming’s increasing success
Categories: Game Theory & Design

Chinese Video Game Industry's past - by Henri Brouard

30 July 2018 - 7:48am
A few landmarks to understand better how the Chinese game industry became what it is today.
Categories: Game Theory & Design

The myth of the video game market, how high speed internet undermined software ownership - by Kuru Ichigo

30 July 2018 - 7:48am
The myth of the video game market, how high speed internet undermined software ownership.
Categories: Game Theory & Design

Video Game Deep Cuts: Slay The Totally Accurate Spire - by Simon Carless

29 July 2018 - 6:57am
This week's highlights include juicy math(s) in Slay The Spire, the creation of Totally Accurate Battlegrounds, and loads more.
Categories: Game Theory & Design

How Ad Networks Take Advantage of Blind Environments - by Jeff Gurian

27 July 2018 - 7:44am
Buzzwords are abundant these days: header bidding, programmatic, flattened waterfalls, RTB -- all supposedly the next big things on mobile to drive up CPMs. But will they? The answer very much depends on whom you ask and your approach to ads.
Categories: Game Theory & Design

From Consoles to Steam: Lessons Learned and Questions Raised from LIGHTFIELD - by Simon Wallner

27 July 2018 - 7:43am
In the nine months between the original console release of LIGHTFIELD and bringing it to Steam as the Lightfield HYPER Edition, 4-person indie team Lost in the Garden learned a few lessons but also left some big questions unanswered.
Categories: Game Theory & Design

Narrativizing Night in the Woods - by Justin Reeve

27 July 2018 - 7:32am
How do systems and story interact? This article examines how Night in the Woods puts the mechanics in support of the story — not the other way around.
Categories: Game Theory & Design

Irreversible Events - by Bart Stewart

27 July 2018 - 7:32am
One way that game developers can limit player options is by implementing one-way, irreversible events.
Categories: Game Theory & Design

Is GTA5 a glaring example of what is wrong with the gaming Industry? - by moses vandenberg

27 July 2018 - 7:28am
Rockstar games…an industry icon in games development. A group of studios that is known for breaking conventions and have all the creative freedom they want.
Categories: Game Theory & Design

The story of Nelo - by Fatai Opawoye

27 July 2018 - 7:28am
Nelo is the brainchild of Kevin Bryant and Michelle Morger, 2 Game designers residing in Dallas. As far as indie goes, this is as indie as it gets.
Categories: Game Theory & Design

The Mechanics of Worldbuilding - by Justin Reeve

25 July 2018 - 1:46am
Every aspect of S.T.A.L.K.E.R. is deeply imbued with narrative meaning — including the mechanics. This game design deep dive looks into how its mechanics were used for worldbuilding.
Categories: Game Theory & Design

What is the Value of a Monopoly? - by Caleb Compton

25 July 2018 - 1:43am
If you've played a board game, odds are that you've played Monopoly. And as you know, bargaining and trading properties is a huge part of the game. Today, we use economics and math to try and figure out how much money a Monopoly is actually worth!
Categories: Game Theory & Design

Intel Buzz Workshop Seattle 2018 Retrospective - by Jakub Kasztalski

25 July 2018 - 1:31am
We gathered in Microsoft Building #33, awaiting a day of panels, networking and game pitches. No press, no fans, no pressure to impress anyone. Just grab a hot coffee, learn a thing or two, and have a chat with fellow geeks.
Categories: Game Theory & Design

Meet The Mobile, Casual Puzzle Games Of 100 Years Ago - by Stephen Jacobs

24 July 2018 - 10:28pm
Pigs in Clover, the 1889 analog, mobile puzzle game "featured" in HBO's Westworld kicked off a craze and a genre. Learn more about this style of game and their recreation on mobile platforms.
Categories: Game Theory & Design

Skill vs RNG -- The Debate of Controlling Progress - by Josh Bycer

24 July 2018 - 10:18pm
Today's post returns to the debate over games built on Skill or RNG and what they mean towards helping (or harming) the player's progression.
Categories: Game Theory & Design

20 Indie Game Marketing Tips - by Logan Williams

24 July 2018 - 10:17pm
Tons of new games are released everyday on all major platforms. In 2018 and beyond, competition and over saturation is a reality. With that being said, I’ve put together 20 tips on how to better promote and sell your games.
Categories: Game Theory & Design

The Art of the Dark: Creating Eleutheria - by Tobias Cook

24 July 2018 - 10:10pm
Sunless Skies (the sequel to Sunless Sea) just released its newest region: Eleutheria. Take a look at some of the approaches and processes the art team employed in its creation.
Categories: Game Theory & Design

Opinion: Why KotOR 3 can save Star Wars games - by Justin Runyon

24 July 2018 - 10:10pm
Knights of the Old Republic 3 can save Star Wars games, here's how!
Categories: Game Theory & Design

Comedy As Genre - by Gregory Pellechi

23 July 2018 - 9:09am
Comedy is often considered a genre, but comedy only implies that it'll make you laugh. Problem is, it doesn't guarantee that. Which is why comedy should never be considered your game's genre.
Categories: Game Theory & Design

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