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Advanced UX Prototyping: Finding the fun :), Minus (-) the code! - by Om Tandon

18 September 2017 - 6:53am
Rapid prototyping and play testing a high fidelity Match 3 game from scratch....best part? All that and more without writing a single line of CODE!
Categories: Game Theory & Design

How playing games can advance science - by Claire Baert

18 September 2017 - 6:11am
Citizen science games let players contribute to science. This first post presents many of the games people can play today to advance science. It also introduces topics I would love to discuss with game designers and developers.
Categories: Game Theory & Design

2 Games in 2 Months with a Stranger from Reddit - by Sky Copeland

18 September 2017 - 6:11am
Interested in making a new artist contact and in making a few small-scope games; I reached out to the /r/INAT subreddit with an open request for a collaboration and the following documents the outcome of this adventure.
Categories: Game Theory & Design

Video Game Deep Cuts: An HDR Tooth Nindie Tail? - by Simon Carless

17 September 2017 - 7:29am
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
Categories: Game Theory & Design

Best Facebook Ad Creatives to Reach Gamers - by Brian Bowman

15 September 2017 - 8:50am
From television ads to display and social media to in-app - it’s critical that your advertising creative is a cut above the rest. Here's how you can design eye-catching creative that wins across Casino, Action-Adventure, Brain Training, and Casual Games.
Categories: Game Theory & Design

Toxicity in Overwatch: Beyond assigning blame - by Quinn Poisson

15 September 2017 - 6:34am
Many were unhappy with Phil Kaplan's recent video discussing Overwatch's toxicity. In this post I examine the video and feedback through the lenses of psychology and human relationships.
Categories: Game Theory & Design

The 2 Philosophies of Stealth Gameplay - by Josh Bycer

15 September 2017 - 6:29am
Stealth game design has evolved over the years, and in today's post, I'm examining the two broad philosophies of it.
Categories: Game Theory & Design

Lessons from Suzy Cube: Level 1-1, How the Game's First Level is Different - by Louis-Nicolas Dozois

15 September 2017 - 6:28am
A game's first level is like a first impression and can not be designed around the same goals as a regular level. In this article, I'll go through what sets Level 1-1 apart from other levels in 3D platformer, Suzy Cube.
Categories: Game Theory & Design

100 Days of VR: Day 8 Creating a Character in a First Person Shooter - by Josh Chang

15 September 2017 - 6:26am
Here we are on day 8! Yesterday we created a very simple map for a simple FPS feature. Today, I went to look to see how we can move a character around in the scenery that was created. Here’s what I got!
Categories: Game Theory & Design

Creating a Dynamic Tile System - by Ryan Miller

15 September 2017 - 6:25am
What is a dynamic tile system, what solutions exist, and why did we create our own custom solution for Fossil Hunters? I explain the thinking behind our choices and detail our unique approach.
Categories: Game Theory & Design

The Life and Merciful Death of the Fad Controller - by Jeff Vogel

14 September 2017 - 7:39am
Brave game designers are never satisfied with the mere perfection of the game console controller. They're always coming up with new, weird fad controllers to tempt us. This article will describe the lifespan of this process. Spoiler: Nothing ever changes.
Categories: Game Theory & Design

Video Game Community Managers: Jobs in Startups, Indies, AAA, and eSports - by Kenneth Tran

14 September 2017 - 7:39am
Questions about community management abound in today's developing tech scene. The whole concept of community management remains relatively new and still evolving at an incredibly rapid pace. Why is community management so important and yet so rare?
Categories: Game Theory & Design

Retaining female gamers: Leveraging sexual harassment's asymmetrical impact in tailoring interventions - by Quinn Poisson

14 September 2017 - 7:34am
This post explains why sexual harassment uniquely impacts female gamers, and the steps needed to leverage that knowledge in creating interventions to retain--and reengage--them in gaming.
Categories: Game Theory & Design

100 Days of VR: Day 7 Creating a VERY Simple First Person Shooter - by Josh Chang

14 September 2017 - 7:34am
Welcome back to day 7, after the behemoth that was yesterday’s Survival Shooter tutorial, I’m itching to start coding something! So today I'm going to start creating the environment for a simple First Person Shooter!
Categories: Game Theory & Design

Sexual harassment's asymmetrical impact and unique outcomes - by Quinn Poisson

14 September 2017 - 7:34am
Women withdrawing from gaming is bad for the industry and players. This post explains why tailoring interventions to redress the issue must begin with understanding why and how online gaming sexual harassment promotes female gamers' withdrawal.
Categories: Game Theory & Design

Legal Issues that Developers Face - by Michael Smith

14 September 2017 - 7:18am
These are common legal issues that developers face, with tips on how to avoid them.
Categories: Game Theory & Design

Playing with politics: How real-world politics could improve your game - by Nick Hagger

14 September 2017 - 6:06am
Many game developers shy away from real-world politics in their virtual worlds, but taking inspiration from contemporary politics, history, and culture can make narratives richer, deeper, and more compelling.
Categories: Game Theory & Design

Marketing Strategy - Part 1 - Finding Contacts - by Stavros Pilatis

14 September 2017 - 6:06am
First in a three part series focused on detailing an indie marketing strategy giving actual examples of: Where to find contacts What to put in a press kit How to execute contacting the press.
Categories: Game Theory & Design

Porting Cursed Castilla to Nintendo 3DS - What kind of sorcery is this? - by Eva Gaspar

14 September 2017 - 1:00am
When we started working in Cursed Castilla, the 3DS was the platform where we wanted the game to be played but accomplishing it wouldn't be exactly straightforward. Even so, we decided to launch it no matter what...Here is how we achieve that heroic deed.
Categories: Game Theory & Design

The Pyramid of Polish: Recognising Diminishing Returns - by Louis-Nicolas Dozois

14 September 2017 - 1:00am
A helpful analogy for the diminishing returns of over-polishing a product.
Categories: Game Theory & Design

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