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Indie Pre-Mortem: second year on my side project - by Thomas Gonzalez

12 February 2018 - 7:50am
After the recap on the first year of my first indie project, ASTRE, here is the second year's recap!
Categories: Game Theory & Design

Revolutionary Warfare | The AI of Total War (Part 3) - by Tommy Thompson

12 February 2018 - 6:14am
In part 3 of my series on Total War, I look at the campaign AI of 2013's 'Total War: Rome II'.
Categories: Game Theory & Design

How we did not attend at Global Game Jam 2018 - by Soma Szarka

12 February 2018 - 6:13am
If you had to choose between finishing a game in time or finishing it with all the features you wanted to accomplish, which one would you choose? Read about how we choose the latter option for Global Game Jam 2018.
Categories: Game Theory & Design

Episodic design 2.0 - Gameplay and storytelling at its best (Part 2) - by Pascal Luban

12 February 2018 - 6:12am
In the first part of this feature on episodic design, I summarized why this narrative format can significantly improve game experience. In this second part, I'll describe a game concept that merges intense action gameplay and strong episodic storytelling.
Categories: Game Theory & Design

What Indie Devs Get Wrong About Professional Networking - by Rachel Presser

12 February 2018 - 6:12am
Game developers need to network like anyone else. But you've probably been taught a lot of wrong things about professional networking. For indie devs in particular, it's integral to your survival. Here's what you need to know about getting out there.
Categories: Game Theory & Design

The Indie Developer's Guide to a Kickass Game Localization, Part I: How to Prepare Your Game for Localization - by Marianna Sacra

12 February 2018 - 6:11am
Do you know how to prepare your game for localization? Some insight's from a localizer's point f view.
Categories: Game Theory & Design

Outrealm Post-Mortem, Part 2 - by Nick Thandi

12 February 2018 - 6:10am
Part 2 (final) of my series on Outrealm's Post-mortem. This part focuses on the project itself and the challenges/problems I faced during development. I also talk about how the game concept evolved over time and how certain elements were designed.
Categories: Game Theory & Design

Translating City and Character Names in Video Games - by Sandrine Guyennet

12 February 2018 - 6:10am
While translating words that have a direct equivalent in the dictionary is already a pretty complex task, what about neologisms? Games are peppered with original places, items and character names. What should the translator do? There are several options.
Categories: Game Theory & Design

How to make an awesome trailer (on a budget) - by Jan Serra

12 February 2018 - 6:04am
In this post I’ll talk about: * Background information about our trailer; * Features and spec of our trailer; * General advice to make a good trailer; * Translating * Preparing the video for sharing
Categories: Game Theory & Design

How To Simulate Ten Zombies with UE4: Tools for Rapid Prototyping and Diverse Crowd Animation - by Anna Ploegh

12 February 2018 - 6:04am
A scalable solution for creating a multitude of realistic, interactive agents without keyframe animation.
Categories: Game Theory & Design

Perhaps, the most unusual puzzle game on Google Play - by Andrey Sklyarov

12 February 2018 - 6:04am
It may be a bit arrogant but I decided to entitle this with one of the reviews on my game.
Categories: Game Theory & Design

Dune 2000, never forget! - by James Holden

12 February 2018 - 6:04am
Dune 2000 was published in 1998 by Westwood Studios, it was my first true online gaming experience an boy I was an addict. Dune 2000 was the successor of Dune, a game inspired by the Dune movies. Westwood studios are long gone and taken over by EA games.
Categories: Game Theory & Design

Mobile Game Optimization Tools 2018 – Top 23 ASO Tools Reviewed - by Marcus Kay

9 February 2018 - 7:16am
Which mobile game optimization tools are Right for You? When I started doing app store optimization (ASO), I was so overwhelmed by the numerous ASO tools available in the market. If you are looking for your best ASO tools, check out my reviews below.
Categories: Game Theory & Design

Game Economics Defined - by Ramin Shokrizade

8 February 2018 - 6:32am
There seems to be a lot of confusion over what a game economy is, and what a game economist does. To help reduce confusion, Ramin Shokrizade creates some definitions as to what game economics is and isn't.
Categories: Game Theory & Design

We are terrible detectives - by Luis Diaz

8 February 2018 - 6:25am
Detective games are broken. Most feel like classic point and click games with a different dressing. How do we improve them? Well, here's a couple of thoughts, questions and an idea that might fix a whole genre.
Categories: Game Theory & Design

The Unavoidable Conflict of Serious Storytelling in Video Games - by Josh Bycer

8 February 2018 - 6:24am
As the medium has matured, developers have been trying to elevate storytelling in video games, but in today's post, we're going to discuss how gameplay creates a possible unavoidable conflict.
Categories: Game Theory & Design

How post-game screens keep us playing (or don't) - by Tim Baijens

8 February 2018 - 6:20am
What can observing player behaviour in multiplayer post-game screens tell us about player exit ratios, and how much can these screens influence the user retention at this stage of the game?
Categories: Game Theory & Design

Wonderful world of game development: 8 tips for newcomer freelancers - by Maria Novikova

8 February 2018 - 6:20am
Alexey Morozov, the head of infrastructure at HeroCraft, shares some knowledge with newcomer freelancers and outsource specialists.
Categories: Game Theory & Design

Finding the UI for a Restaurant Simulator Thriller - by Scott Newton

8 February 2018 - 6:20am
Every played a restaurant simulator thriller? Neither have we. That might be why it's so hard to find the right UI. Please check out this blog to find our more about Harry's Burgers and then let us know which UI you prefer!
Categories: Game Theory & Design

3D engine entirely made of MS Excel formulae : Enjoy this Doom.xls file ! - by C Bel

8 February 2018 - 1:27am
A 3D engine on MS Excel, using only excel formula. This engine is applied on a complete - yet basic - doom-like game. Rendering is made through ray casting, pixel per pixel. The exercice intend to demonstrate what can be done with formula only.
Categories: Game Theory & Design

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