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Birth of an NPC: Writing non-player characters for Double Cross - by Unai Cabezon

4 February 2019 - 7:57am
The process of making a new character is long and goes through several people. This is how four of Double Cross’s characters were crafted, as told by the writer.
Categories: Game Theory & Design

A Lifetime of Xbox Achievements - The Sad Thoughts of a Multi-Platform Gamer - by Daryl Hornsby

4 February 2019 - 7:56am
We all spend years exploring our favourite games to completion, but what happens when a new console or generation comes along? Do we leave it all behind?
Categories: Game Theory & Design

Thunderballs VR - #1 - In the Beginning - by Daniel Yawitz

4 February 2019 - 7:08am
The first post in a series that chronicles the development of Thunderballs VR by Megafauna
Categories: Game Theory & Design

Thunderballs VR - In the Beginning - by Daniel Yawitz

4 February 2019 - 7:08am
The first post in a series that chronicles the development of Thunderballs VR by Megafauna
Categories: Game Theory & Design

Destiny 2 -- What might have been - by Chris Cobb

4 February 2019 - 7:07am
Destiny 2 promised to deliver a compelling day one experience, built on the success of the first title. On release, though, players said 'great gameplay, not enough content'. What happened? What might have been?
Categories: Game Theory & Design

Destiny 2 -- What Went Wrong - by Chris Cobb

4 February 2019 - 7:07am
An analysis of some of the challenges Bungie has faced with Destiny 2 and thoughts on what could have been different.
Categories: Game Theory & Design

Mesmer DevBlog: A rich, inner life - by Peter Wingaard Meldahl

4 February 2019 - 7:06am
Games are doing far better these days in terms of characterization and dialogue. Still, moods in a character are usually linked to the pre-written dialogue. Today I'm going to explain how we're working on a system for tracking the mood of a character.
Categories: Game Theory & Design

Finding the Hook For a Game Trailer - by Derek Lieu

4 February 2019 - 7:04am
The best game trailers cut to the heart of what makes a game unique, yet so many trailers still treat games like a product which is merely the sum of its parts. Thinking of games this way does a disservice to the game, the trailer, and the audience.
Categories: Game Theory & Design

My game LUNARK on Kickstarter - a little crowdfunding testimony - by Johan Vinet

4 February 2019 - 6:55am
A candid account from an independent game developer who decided to quit his job, create his solo-studio, and finance his dream project LUNARK by jumping into the crowdfunding bath.
Categories: Game Theory & Design

Video Game Deep Cuts: Get Into The Wargroove, Below Marshmello Zero - by Simon Carless

3 February 2019 - 8:28am
This week's highlights include impressions of the fetching Advance Wars-like Wargroove, the new Subnautica standalone follow-up, as well as a look at Fortnite's concert rendezvous with Marshmello, among a bumper crop of links.
Categories: Game Theory & Design

AR/VR investment stabilized in Q4 2018 - by ISABELLE HIERHOLTZ

31 January 2019 - 7:07am
Digi-Capital tracked AR/VR/computer vision startups raising over $6 billion in 2018. A deal volume decline in the first 3 quarters stabilized in Q4 and deal value returned to a 2-year average. The next 6 months will determine if this is a long term trend.
Categories: Game Theory & Design

Michael Mendheim: From Million Dollar Marketing Budget to Indie Release - by Jessica Paek

31 January 2019 - 7:06am
In our second developer interview of the year, we were able to talk to Michael Mendheim, developer of Mutant Football League. Michael shared what it was like going from developing Mutant League Football on Sega Genesis to realizing his vision for MFL.
Categories: Game Theory & Design

How Player Choice Can Backfire - by Josh Bycer

31 January 2019 - 6:58am
The recent gaffe surrounding Assassin's Creed Odyssey frames our talk today about how giving player choices can backfire if you're not careful.
Categories: Game Theory & Design

Behind the lifecycle of the mobile game - by Bohdan Chernobai

31 January 2019 - 6:58am
The average time to maturity for new games has dropped significantly over the last years. Now mobile games have less time to get to the top, but "the top time," however, is also limited.
Categories: Game Theory & Design

Kliuless #21: Sandbox VR & AR Cloud - by Kenneth Liu

31 January 2019 - 6:55am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Video: The Messenger; Cliché and Creativity - by Eoghain Meakin

31 January 2019 - 6:54am
Though Sabotage Studio's The Messenger may have turned heads for its slick gameplay and core time travel mechanic it also includes intelligent writing that elevates, and transforms, the material it clearly borrows from.
Categories: Game Theory & Design

What Drives Retention - by Raph Koster

31 January 2019 - 2:45am
Retaining players is critical to games-as-a-service, brand-building, customer loyalty, and reducing the heavy burden of user acquisition costs. Here is a set of strategies.
Categories: Game Theory & Design

Effective Game Design: Software Challenges - by Pavel Shylenok

30 January 2019 - 10:08pm
Game design is the most important part of every game, but there are no specific tools for game designers. Dialogues must have a diagram-like layout to keep them organized, a game library database requires more structured storage...So what can we do?
Categories: Game Theory & Design

Video: Zero Budget Marketing - by Michal Napora

30 January 2019 - 6:22am
It goes without saying that in order for your game to succeed, you need to have some marketing behind it. However, that doesn't mean that you need lot's of dollars to do it.
Categories: Game Theory & Design

Get an Inside Look on Sports Party Co-Development for Nintendo Switch with Ubisoft - by Veronika Chebotareva

30 January 2019 - 6:20am
If you ever marveled at Nintendo’s vivid games and interested in its development process - now you have an opportunity to find it out! Sports Party, the long-awaited game developed by Magic Pockets and published by Ubisoft is available since October 30t
Categories: Game Theory & Design

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