Updated: 20 hours 25 min ago
Star Trek Timelines is a fine example of modern free-to-play monetisation and retention systems. I've been playing for two years, and I'd like to talk about how those systems work.
In 2016, I made a New Year's resolution and uninstalled every single game on my computer to focus on creative work. With the two year anniversary of my games purge fast approaching, I wanted to talk about what happened.
Behind every super logical sounding argument or theory, there is always some kind of emotional charge. This is especially true in media studies and criticism, I think.
The gaming industry is flooded with user-unfriendly practices lately. How far those practices go are up to the consumer. At the moment, things aren't looking optimistic.
The story of a tiny mobile studio's ambitious second game: bringing an AR horror experience to iOS, and the design challenges that were met along the way.
List of books with a psychological basis useful for those wanting to find out more about player behaviours & decision making processes. Appropriate for designers, those in business and more to help refine content and strategy, making them user centric.
I did a Kickstarter, and it didn't succeed, but it was a one of the best experiences I've had.
This installment of Video Game Deep Cuts includes pieces about the death and rebirth of Dance Dance Revolution, the resurrection of gorgeous vector arcade game Aztarac after its creator's death, and lots more.
When setting up a new development team for a project, at what point does QA come on board? Let's explore the case for bringing QA on board from Day 1 and the long lasting benefits that such a decision brings.
When people complained about slow elevators, adding mirrors solved the problem. This article explains how to apply this same wisdom to minimizing the perceived inconvenience of load times in video games.
Turning Orwell into an episodic serial was a risky move. It had the potential to get people talking and elevate the game experience, or create an indie game "black hole". Here, we look at what went right, what went wrong, and why we're doing it all again.
I discuss how game developers should approach receiving feedback and solving problems, in the context of an attempt to address issues with Tokyo 42's camera
Striking the balance in the production of a video game remaster is tricky business. You can easily please as many fans as you disappoint. Find out what went into remastering the visuals of this classic!
This Post-Mortem is part of a assignment for a Diploma in Game Design. This Post-Mortem talks about some of the things that we encountered and how we resolved some of the issues.
In this post I will present a few hints that helped me finalize my game projects. My observations apply primarily to small, indie projects, the projects that we do in our spare time, without any significant budget.
Thought about creating the next big eSport? Here's how.
The cooperative system of business organization is >100 years old, and ideally suited to improving the prospect of indie developers.
Accessibility in gaming is gaining more awareness, but there's still a long way to go. I want to share my experiences with making our game accessible and provide a few tips and links on the topic.
My struggles with UI design and some version control commit comments so you can see what I've been working on in a nutshell.
We added animation to the main character and the enemy