Updated: 22 min 54 sec ago
What is Gamification really about?
When you talk about Gamification to people, one word that comes back a lot is Rewards. Well that's not what Gamification (or Games for that matter) is about! Whaaat? don't get me wrong, Rewards ARE important, but ...
There's a straight line between yesterday's MMO drop rates and today's loot boxes, but does that mean we have a gambling problem?
This weeks articles & videos of the week include how E.T. for Atari 2600 was reviewed on its release, a new Solitaire standout, a video on Hob's design, and multiple Mario / Odyssey pieces.
A postmortem on a WWII historical narrative game, discussing the importance of designing around players and their expectations.
Thoughts about a weird time in May. And moving forward.
In video games, we get to meet characters who sometimes speak with very specific accents. The tricks used to translate and transcribe these accents in French depend on the tone, the genre and the audience of the game.
Every game needs a story, but not every game needs a plot. And trying to apply a plot to your Indie game that only needs a story will land you in hot water, both mentally and financially.
This ABC-recipe for making games can help you and your team to understand what should be done and when. It offers a guideline for working iteratively on games, minimizing stress and optimizing testing your upcoming game!
In the first of a series of blog posts on Orwell: Ignorance is Strength, we take a look at how things have changed since the release of Orwell: Keeping an Eye on You, and the substantial impact of those changes on the game, our studio, and the world.
This is the second part of my three part series where I discuss some of the best practices to think about when making levels.
These are guidelines which will help shape your levels and take them to the next "Level" ....aha puns
Measuring user loyalty remains one of the most important questions for products success. Let's see all the major metrics that you need to know to calculate your user loyalty.
Why do some have problems with a "skip boss" button or "exploration mode" but, at the same time, consider unskippable cutscenes/dialogues a design flaw? Could it be that gameplay and story are not working together to deliver a cohesive experience?
VR development on SpatialOS isn't easy so I decided to create a short write up about the main problems I've faced.
Ever wanted cool slow-mo pulses in your game? Ever wanted to let your player run around at full-speed while the rest of the game is in slow-mo? Read on!
My name is Meredith. Im the Producer at Ultimerse, a virtual reality company in Melbourne, Australia. We just exhibited at PAX AUS for the very first time, and there are a million things I wish Id known - here are just a few of them.
The Norwegian gaming industry has achieved a lot more than the targets.
How to breathe life into an open world game using non-narrative dialogue.
I've built a website called SIMMER.io that makes sharing Unity WebGL games as easy as using YouTube. It's free too!
Emergent Gameplay is a concept that many games claim they have, but few do. In this post, we're going to examine some of the conditions that need to be in a game for emergent elements to be possible.
Today, were finally going to work in VR! We're going to try and convert our simple FPS into a VR experience that we run from our phone!