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A list of Video Games for Mrs. Klein's 3rd Grade Classroom - by Christopher Klein

28 August 2017 - 6:49am
Christopher Klein's Mother - a veteran primary school teacher - requested I compile a list of video games, which can be obtained by her students or their parents; which happen to be totally cool, and of course: engaging or educational in some fashion.
Categories: Game Theory & Design

What's under the hood? - by Angry Cat Studios

28 August 2017 - 6:47am
Interview with Aliza Wenders, the lead programmer/developer of Angry Cat Studios!
Categories: Game Theory & Design

How (and why) we ported SHENZHEN SOLITAIRE to MS-DOS - by Zach Barth

28 August 2017 - 12:43am
Can two programmers accustomed to making games for modern computers with gigabytes of RAM and high-color HD displays port one of their games to MS-DOS? Neither of us had any experience developing on such old hardware, but we felt compelled to try!
Categories: Game Theory & Design

Lessons from Suzy Cube: Measuring Up - by Louis-Nicolas Dozois

28 August 2017 - 12:10am
When working on a game involving a lot of jumping and platforming, it's important for players to be able to form an intuitive sense of the avatar's jump height and distance. This article shows how this is being handled in upcoming platformer Suzy Cube.
Categories: Game Theory & Design

Game Design Inspirations: Alphabear Hardcover Edition's Biggest Bear Mechanic - by Paul Gadi

28 August 2017 - 12:05am
The strength of the Biggest Bear mechanic is evident. While the different versions of the game vary their metagame, platform and even number of players, the biggest bear mechanic remains constant. It is core to what makes these games enjoyable.
Categories: Game Theory & Design

Video Game Deep Cuts: Subsurface Kingdoms Of Destiny - by Simon Carless

27 August 2017 - 7:40am
This week's highlights include the story depths of Subsurface Circular, teaching players in Kingdoms & Castles, and the motivations behind Destiny 2's creation.
Categories: Game Theory & Design

A Quick Guide to Making Indie Game Trailers - by Ryan Sumo

25 August 2017 - 7:58am
A quick guide to making a decent (but not necessarily the best!) indie game trailer.
Categories: Game Theory & Design

Perceiving is believing - part 2 - by Sita Vriend

25 August 2017 - 7:57am
Bottom-up processing is automatic, we instantly know and understand what we have perceived. Top-down processing is a more deliberate process where we sometimes have to dig deep to understand what we have perceived.
Categories: Game Theory & Design

Authored embellishments to procedural narrative - by Jon Ingold

24 August 2017 - 7:22am
Heaven's Vault's narrative sandwich is made of a layer of authored content, with procedural content spread on top, with more authored content placed on top of that. Here's how it works.
Categories: Game Theory & Design

Unity: Android Optimization Guide - by Niels Tiercelin

24 August 2017 - 7:22am
Everything’s fine, until you realize your lack of optimization is killing your game!
Categories: Game Theory & Design

Perceiving is believing – part 1 - by Sita Vriend

24 August 2017 - 7:21am
Perceiving is believing, or is it really? We have five basic senses which we use to perceive the world with: smell, taste, touch, seeing and hearing. But there is a difference between sensing and perceiving.
Categories: Game Theory & Design

Healthy Activities for When You Need a Break - by Michael Smith

24 August 2017 - 7:21am
Looking for ways to get out of the office and to get some much needed exercise? Try these simple, fun, but effective solutions.
Categories: Game Theory & Design

Unravel - Physics Puzzles and Memories (Theme and Mechanics) - by Robert Longest

24 August 2017 - 7:20am
Unravel is a lovingly crafted game that wants to tell a personal story about memories, how memories progress through life and growing up around nature. Platforming and physics drive gameplay. The unique yarn mechanic is both thematic and refreshing.
Categories: Game Theory & Design

Curiosity killed the Warlock - by Sita Vriend

23 August 2017 - 7:01am
Curiosity is the pleasure of learning and not knowing. It sparks the desire to learn or the desire to figure out how stuff works. When you are curious you feel anticipation, you want to know or try out something. Curiosity comes very natural to games.
Categories: Game Theory & Design

Get a little extra help with Dream Build Play 2017 - by Simon Jackson

23 August 2017 - 7:00am
Dream Build Play has begun and it's time to start coding. Don't forget to let people know who you are and what you are building or have built before to grow your following. Here's a few tips and tricks to get started in the competition!
Categories: Game Theory & Design

Team Building Exercises with Dream Build Play - by Simon Jackson

23 August 2017 - 7:00am
Knowing who can help or who you can help is just as important as building your own project with Dream Build Play. Follow some simple tips to maximise your potential in the project or look for other like minds who can help you realise your dream.
Categories: Game Theory & Design

Some of the Hidden Realities of Game Development (for non-devs) - by Richard Atlas

23 August 2017 - 6:59am
In this blog post, I talk about some of the things that I think it's important for non-developers to know about our industry. Could be useful for industry folks to discuss as well...
Categories: Game Theory & Design

Why We Need Quality Control Standards for Digital Stores - by Josh Bycer

23 August 2017 - 6:58am
With the number of games being released still increasing, I want to talk about a serious concern and debate regarding how digital stores market games.
Categories: Game Theory & Design

From Wireless To Slip Rings: 5 Zany Videogame Patents - by James Dalzell

23 August 2017 - 6:54am
Wii Remotes and Kinect aside, video game controllers remain the same. Do a little digging through Google Patents, however, and you'll find the way we control video games today could have been just a little zanier.
Categories: Game Theory & Design

Maximize revenue and minimize risk with hyper-casual games - by Johannes Heinze

23 August 2017 - 6:54am
It’s never a one-size fits all, but here are a few ways to increase your chances of monetizing your mobile game.
Categories: Game Theory & Design

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