Updated: 11 hours 55 min ago
On June 21st, hundreds of small, independent Android game developers started observing a decrease in new daily installs across their games published on the Play store. By Monday morning, most of them lost from 80% to 90% of new organic traffic.
The majority of people here write about the game development, but not about the promotion. Id like to outline our vision for promoting the first major yet unreleased project, straight from the horses mouth (so to speak) and not after the release.
Learn the basics of 2D character animation using Creature. This series will teach you to design your own character, create a 2D Mesh, rig your character for animation, and create a walk-cycle loop with secondary motions.
Inspired by the twitter account @goodFGideas, I decided to write about some ideas for fighting games of my own. They may have posted some already, but I'm trying to take a deeper dive on some of mine.
This post covers my first experience with the A MAZE Berlin 2018 festival, my participation with the Goethe Institut, and what I think is so important about both of these events.
How do you get more content from your current social materials without creating something new?
Games are meant to be fun, but sometimes designers can take things too far and create designs and mechanics that just aren't enjoyable. Nick Kinstler goes over some of these designs and explains why they are best avoided.
In-game items are the main drivers of revenue in game economies, and yet we're still a long ways away from unlocking their true potential. Cross-game items will create opportunities  for a vast spectrum of value creators that are yet to be discovere
People often consider luck to be the enemy of skill. The more randomness there is, the less control you have over the outcome, right? In this article, I look at why this isn't necessarily true, and how luck and skill can actually compliment eachother.
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
How we do community management at Pixonic: why we appreciate the angriest comments and value personal communication with everyone.
In this short essay, Pippin explains how he and Jonathan Lessard figured out an ending to their Rogue/chess hybrid Chogue, providing an in depth example of their approach to hybridisation in game design.
Handling bugs in a proper way is essential for game quality. In this post I'll present a clear and effective method to report bugs.
Writing a video game shares some similarities to writing for TV or film, but there's a lot more to take into account. That's why you need to make a model for your team to understand how to utilize everything you've written. Or it won't be in the game.
Like every year, this is the time for a look at the performance of the many E3 announcements in terms of media coverage.
New designers often create needlessly complicated and clunky designs, but the truth is that simple designs are good designs. Nick Kinstler outlines the nature of this problem and offers some tips for new designers who struggle with complexity.
In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important for all of us.
Atmosphere can elevate an already attractive environment to new heights when elegantly conceived and conveyed. Its ethereal nature, however, means it's not clear-cut from a development standpoint. Bethesda alum Michel Sabbagh analyzes the ambient effect.
Narrative design as a role within game development is still growing and changing, and understanding what we mean when we use the term goes a long way to helping us discuss it in the future. Here are a few distinct types of 'narrative designer'.
This article describes a method for creating a realistic first person camera attached to a body to simulate realistic movements and animations in Unreal Engine 4