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Continuity and Discreteness: How Input Methods Influence Gaming Experiences - by Sicheng Hu

11 September 2017 - 6:08am
Why shooting games are always best-selling big budget titles, despite they have the simplest basic gameplay? Maybe the answer lies in the difference among varied input methods.
Categories: Game Theory & Design

The Hacklist: Prologue, The Postmortem Preview - by Erick Subero

11 September 2017 - 6:07am
When dreams begin to take shape, we see it from a different perspective... Developing video games is not as easy as we thought. I share with you some thoughts and advice.
Categories: Game Theory & Design

Game Design Inspirations: Fire Emblem Heroes’ Sacred Coin and the Value of Player Trust - by Paul Gadi

10 September 2017 - 11:48pm
What is the value of a Sacred Coin, if we don’t even know what they’ll be used for? The introduction of Sacred Coins has added an element of speculation and suspense to the game, as players eagerly await an announcement on what they can be used on.
Categories: Game Theory & Design

Video Game Deep Cuts: The Secret World Of Dad Of Light - by Simon Carless

10 September 2017 - 8:26am
This week's long form article/video highlights include the depths of the Secret World role-playing community, a unique new Final Fantasy-themed TV show, and lots more.
Categories: Game Theory & Design

5 reasons why kids need to learn visual programming - by Alex Sarrazin

8 September 2017 - 6:40am
This article is written by Crazy Dreamz, a sandbox platformer where people can learn visual coding on a platformer game. They can also share their world online and enjoy new experiences from other people. https://www.crazy-dreamz.com/
Categories: Game Theory & Design

Lessons from Suzy Cube: The Camera System, Part 2 - by Louis-Nicolas Dozois

8 September 2017 - 6:40am
This is the second in a three part series of articles breaking down the camera system in upcoming 3D platformer Suzy Cube. Get to know everything that has gone into making a camera meant to always keep you focused on the action.
Categories: Game Theory & Design

Stand firmly, breathe deeply: The two secrets that make your game character looks alive - by Yiwen Zhang

8 September 2017 - 6:33am
Game characters are like puppets on the stage. A poor puppeteer can only make them move, but a master can give them life. Here is a lesson learned from a great puppeteer and a reflection on how it will help us in creating characters in games.
Categories: Game Theory & Design

Lesson learned from Gamescom: Why a small indie studio needs big game events, and how to do it right - by Mohammad Fahmi

8 September 2017 - 4:54am
For small indie studios, going to big event like is not a simple and easy decision. When and why indie studio needs to go to big global event, and how to do it right.
Categories: Game Theory & Design

Lessons from Suzy Cube: The Camera System, Part 1 - by Louis-Nicolas Dozois

7 September 2017 - 8:52am
This is the first in a three part series of articles breaking down the camera system in upcoming 3D platformer Suzy Cube. Get to know everything that has gone into making a camera meant to always keep you focused on the action.
Categories: Game Theory & Design

Player motivation, part 3: Breaking conventions - by Andrii Goncharuk

7 September 2017 - 6:37am
History holds a lot of interesting info about human mind that not fully accepted by scientists. Doesn't make it less important, some things lay outside of normal science, things out of a gray area, in all terms, ethical, scientific, moral.
Categories: Game Theory & Design

100 Days of VR: Day 3 Going through the Unity Space Shooter Tutorial II - by Josh Chang

7 September 2017 - 6:34am
Finally going back to coding on Day 3, we learn how to create a boundary box to delete objects and creating new enemies to challenge the players.
Categories: Game Theory & Design

Tutorial Design and the Cuphead Demo Argument - by Josh Bycer

7 September 2017 - 6:25am
The recent debate over Cuphead's tutorial and demo out of Gamescom frames a special video going off my thoughts and a lesson on how to build tutorials.
Categories: Game Theory & Design

5 Interesting Crowdfunding AR/VR Projects - by Damian Wolf

7 September 2017 - 6:25am
VR/AR startups are redefining a lot of different sectors. In this article, we discuss the five best VR/AR Crowdfunding projects.
Categories: Game Theory & Design

The Wayfarer: Greetings from the Composer! - by Jake Jollimore

7 September 2017 - 6:22am
Meet Mika Pilke, The Wayfarer's composer, and check out one of the awesome tracks he made for the game!
Categories: Game Theory & Design

Indie Game Launch Party & Seattle Indies Expo Retrospective - by Jakub Kasztalski

7 September 2017 - 6:21am
"Hey, sitting in the patio with a beer."  The first text I got at 4:38pm as I approached the bar. Countless thoughts and worries evaporated from my mind as I realized it was beginning. The poster almost slipped from my hands. Time to put on the game face.
Categories: Game Theory & Design

Windows 10 Mixed Reality Devices – The definitive consumer review - by Simon Jackson

7 September 2017 - 6:20am
As a developer, I shed my cloak and put on the shoes of the consumer to review and walk-through the first experiences with the new Windows 10 Mixed Reality device and a review of what is to come!
Categories: Game Theory & Design

Tacoma critical analysis - by Andrew Haining

7 September 2017 - 6:20am
A critical analysis of the main themes of Fullbright's Tacoma - Meaningful Decisions, Artificial Intelligence and Diversity.
Categories: Game Theory & Design

We Are About to Experience a Golden Age of Gaming - by Michael Smith

7 September 2017 - 6:19am
We are at an exciting point in time, with games set to get bigger and better
Categories: Game Theory & Design

PAX West Panel 2017: The Do’s and Don’ts of VR - by Josh Chang

6 September 2017 - 7:14am
What are the things you should do and don’t do when making VR applications? Find out about the do’s don’ts of VR!
Categories: Game Theory & Design

Lessons From Suzy Cube: Reinforcing Behaviours, A Look at Two Levels - by Louis-Nicolas Dozois

6 September 2017 - 7:13am
In this installment we compare two boss levels and how one succeeds at teaching the player the use of the level's key power-up while the other fails and why.
Categories: Game Theory & Design

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