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Thousands of indie android devs on the brink of extinction after Play store changes visibility algorithm rules - by Vlad Chetrusca

26 June 2018 - 6:59am
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.
Categories: Game Theory & Design

Game marketing, or how we engage the audience for our cyberpunk thriller with a lot of humour and aliens. - by Vadim KAipov

25 June 2018 - 9:21am
The majority of people here write about the game development, but not about the promotion. I’d like to outline our vision for promoting the first major yet unreleased project, straight from the horse’s mouth (so to speak) and not after the release.
Categories: Game Theory & Design

Character Animation 101: Creating a 2D Mesh - by Frances Sierra

25 June 2018 - 6:50am
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.
Categories: Game Theory & Design

Fighting Games Ideas: Some Ridiculous, Others Not, & Some That Hopefully Never Happen - by Matthew DeLucas

25 June 2018 - 6:48am
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.
Categories: Game Theory & Design

My first time at A MAZE Berlin and why everyone should check it out - by Dan Williams

25 June 2018 - 6:46am
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.
Categories: Game Theory & Design

Indie Devs: Get more social content and value from your trailer - by Richard Wood

25 June 2018 - 6:44am
How do you get more content from your current social materials without creating something new?
Categories: Game Theory & Design

Card Games: No Gain from Pain, Part 1 - by Nicholas Kinstler

25 June 2018 - 6:36am
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.
Categories: Game Theory & Design

Building A Cross-Game Item Future - by Paul Gadi

25 June 2018 - 6:36am
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
Categories: Game Theory & Design

Luck Vs Skill: The False Dichotomy - by Caleb Compton

25 June 2018 - 2:11am
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.
Categories: Game Theory & Design

Video Game Deep Cuts: Flipping Out On Primal Rage - by Simon Carless

23 June 2018 - 10:34pm
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.
Categories: Game Theory & Design

Data-supported videogame shrink: what we do to understand our players better - by Artemiy Kozlov

22 June 2018 - 7:26am
How we do community management at Pixonic: why we appreciate the angriest comments and value personal communication with everyone.
Categories: Game Theory & Design

Hail to the King: Amulets and Checkmates and Chogue, oh my! - by Pippin Barr

22 June 2018 - 7:25am
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.
Categories: Game Theory & Design

How to report bugs - by Leszek Gorniak

22 June 2018 - 7:23am
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.
Categories: Game Theory & Design

Make A Model - by Gregory Pellechi

22 June 2018 - 7:22am
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.
Categories: Game Theory & Design

E3 2018 Media Coverage Analysis – aka “E3 Battle Royale results” - by Thomas Bidaux

22 June 2018 - 7:21am
Like every year, this is the time for a look at the performance of the many E3 announcements in terms of media coverage.
Categories: Game Theory & Design

Card Games: A Simple Design is a Good Design - by Nicholas Kinstler

22 June 2018 - 7:21am
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.
Categories: Game Theory & Design

Board Game Accessibility Seminar at UKGE2018 - by Michael Heron

21 June 2018 - 7:29am
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.
Categories: Game Theory & Design

Take It All In: Imbuing Video Games With a Potent Atmosphere - by Michel Sabbagh

21 June 2018 - 7:28am
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.
Categories: Game Theory & Design

What do you mean by 'Narrative Design'? - by Dustin Connor

21 June 2018 - 7:28am
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'.
Categories: Game Theory & Design

True First Person Camera in Unreal Engine 4 - by Fabrice Piquet

21 June 2018 - 2:56am
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
Categories: Game Theory & Design

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