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Creating a Narrative Focused Mission Design Document - Last of Us Example - by michael how

23 August 2019 - 7:30am
Within this post I have sort to show the creative process of a Mission design document for a narrative driven game. I use Last of Us as an example. This should aid those looking to refine technique or new developers learning them; Especially cover based.
Categories: Game Theory & Design

Five cool things about the design of Dragon Bridge - by Keith Burgun

23 August 2019 - 7:27am
Author of "Clockwork Game Design" talks about some of the properties of the design, as well as the theory behind it, for his newest title, Dragon Bridge.
Categories: Game Theory & Design

Creating a Procedural Mini-RPG in Godot with Memory Mechanics - by Night Blade

23 August 2019 - 7:26am
I created Eman Quest, a procedurally-generated mini-RPG with memory mechanics, over nine months, in Godot. In this retro, I chronicle what went well, not so well, and some actionable take-aways (especially if you use Godot).
Categories: Game Theory & Design

Sound Design for Video Games: A Primer - by James Deighan

23 August 2019 - 7:18am
We’re going to analyze a few of the audio samples created for Bite the Bullet, and how they work to support the game’s feel, and take alook at the basic sound design skills that can be practiced on any DAW (digital audio workstation) of your choice.
Categories: Game Theory & Design

The History of Food in Video Games: A Delicious Journey - by James Deighan

23 August 2019 - 7:17am
Food is everywhere in video games. It can be found beneath phone booths or inside walls. Sometimes it heals the player, and other times it just assists them in gaining that high score. Other times, it’s a central mechanic of the game. You eat, cook, or
Categories: Game Theory & Design

Kliuless #46: The Impact of Incentives on Innovation - by Kenneth Liu

23 August 2019 - 7:16am
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Categories: Game Theory & Design

The first week of a Kickstarter - by Nic Rutherford

22 August 2019 - 8:18am
More information about the Fringe Planet Kickstarter - a week into the adventure
Categories: Game Theory & Design

How to Fail in F2P Mobile Games Publishing, Part 1 - by Matthew Emery

22 August 2019 - 7:49am
95% of mobile F2P games are unprofitable. In this series of articles, I’ll share my insights on the most common reasons why mobile games don’t reach profitability. To kick things off, let’s start with: starting development without a clear business c
Categories: Game Theory & Design

Aesthetic-Driven Development: creating Merchant of the Skies from announcement to Early Access launch - by Vladimirs Slavs

21 August 2019 - 7:43am
In October 2018, I’ve told her, Helen, to just draw whatever she wants and put it on twitter. Ten months later, we have published our game, Merchant of the Skies, our best game so far, into early access. It is a direct result of that decision.
Categories: Game Theory & Design

Get To Know The WeChat Mini Game Infrastructure - by Luke Stapley

21 August 2019 - 7:36am
Continuing our discussion on building your game for the Tencent's WeChat platform, we talk a bit about the infrastructure of games developed in WeChat, as well as a few tips and tricks you might need to know to save you time and hassle.
Categories: Game Theory & Design

The Moral of the Story: Designing Moral Decisions in Games (Repost) - by Caleb Compton

21 August 2019 - 7:35am
A look at why moral choices in games often don't feel impactful, and how they can be done better.
Categories: Game Theory & Design

How to Gear Up for iOS 13 to Get Noticed by Apple - by Kate AppFollow

21 August 2019 - 7:30am
In September, Apple traditionally refreshes its branded operating system. As promised, we will get the dark theme, Apple Watch App Store, reduced sizes of apps and their updates, sign in with Apple, and more.
Categories: Game Theory & Design

Game as a Service: launch models and monetization approaches - by Oleg Poroshin

20 August 2019 - 7:32am
An article about launch models, distribution, and a number of approaches to monetization for Game as a Service. Also some recommendations for successful project management.
Categories: Game Theory & Design

The Making of a Sci-Fi Corridor: UE4 Scene Breakdown - by Aditya Rajani

20 August 2019 - 7:20am
In this article, 3D Environment Artist Aditya Rajani did a very detailed breakdown of a Sci-Fi corridor environment he created using modularity. Adi walks us through his pipeline & shared some very cool tips & tricks in creating mood & atmosphere in UE4.
Categories: Game Theory & Design

Are Video Games Glorifying Alcoholism? - by Jori Hamilton

20 August 2019 - 7:16am
Over 65 percent of American adults play video games. Since this population is primarily adults, it's to be expected that many have adult themes, such as drinking, drug use, and sex. Do video games glorify substance abuse and alcoholism?
Categories: Game Theory & Design

Game stores: you need more real-time charts! - by Simon Carless

19 August 2019 - 11:18pm
Why don't all video game stores have prominent, detailed real-time charts showcasing new & trending games using actual sales, versus obfuscating them under 'featured' titles or complex menu navigation?
Categories: Game Theory & Design

Using mystery as the core of marketing. - by Alejandro Maldonado

19 August 2019 - 7:41am
Yume Nikki is a very good game, but the mystery surrounding the developer, Kikiyama, was definitely of great importance for all the commercial movements around it.
Categories: Game Theory & Design

Kliuless #45: Esports Expands - by Kenneth Liu

19 August 2019 - 7:36am
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Categories: Game Theory & Design

The first four days of a Kickstarter - by Nic Rutherford

19 August 2019 - 7:36am
More information about the Fringe Planet Kickstarter - along with two huge mistakes I made with campaign. Blogging about this to help others avoid these mistakes
Categories: Game Theory & Design

Beginner balance versus pro balance - by Joost van Dongen

19 August 2019 - 7:33am
What to do if something is overpowered for beginners, but fine for experienced players? Simple stat changes won't do in such cases. This blogpost discusses 3 approaches to fixing beginner balance that we've used in Awesomenauts and Swords & Soldiers 2.
Categories: Game Theory & Design

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