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Ninja Dude vs Zombies 2 Postmortem - by Eugene Utkin

15 May 2019 - 7:30am
This is how we screwed up a game release & wasted 2 years of its unreleased life. The story of a game anticipated to become somewhat a hit, but a series of ill-favored circumstances we’re gonna share in this article ruined all our expectations.
Categories: Game Theory & Design

3 months ago I released my first game - was it worth quitting my job to go indie? (+ detailed earnings report) - by Armaan Sandhu

15 May 2019 - 7:23am
2 years ago I quit my job as an architect to pursue my dream of making video games. Now that the game is out, was it a good idea, financially speaking?
Categories: Game Theory & Design

How to Make Grinding Enjoyable - by Josh Bycer

15 May 2019 - 7:18am
When a game becomes a grind is usually a sign of trouble, but there have been games exclusively designed around it that show the very best ways to motivate someone to grind
Categories: Game Theory & Design

How we managed a successful game launch with a near-zero marketing budget (includes first month sales stats) - by Miles Tilmann

15 May 2019 - 6:56am
A detailed account of the work needed to take a completely unknown indie game (Nova Drift) and achieve a reasonably successful launch, mainly thought streamer outreach.
Categories: Game Theory & Design

The 9 steps of Game Designing - by Vitor Bulbovas

14 May 2019 - 7:56am
In this post, I'll talk about the design process behind a videogame. Hope you enjoy!
Categories: Game Theory & Design

How to Build a Video Game Press Contact List from scratch? - by Yohann Miniere

14 May 2019 - 7:48am
This article was first published on my blog on Feel free to comment and to connect with me on Twitter @Longhost_indie. Take care and good read!
Categories: Game Theory & Design

Kliuless #34: Loot Box Legislation - by Kenneth Liu

14 May 2019 - 7:43am
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Using YOUR YouTube Channel To Market Your Games - by Stavros Pilatis

14 May 2019 - 7:42am
We all know that Twitter and YouTube are greatly useful platforms for marketing our indie games. But what if I told you that you might not be using them the best way you can?
Categories: Game Theory & Design

7 Tips to Create Successful Mobile Games - by Kate AppFollow

14 May 2019 - 7:36am
What makes a mobile game successful? In this post, we are going to discuss the core elements of a successful mobile game: marketing approaches, communication with users, and, of course, game monetization opportunities.
Categories: Game Theory & Design

Are there Games Computers Can’t Play? - by Caleb Compton

14 May 2019 - 7:32am
Over the past few decades computers have completely revolutionized gaming - not just as tools, but as players. Computer players have beaten human opponents in dozens of different games, but are there some games that they can't play?
Categories: Game Theory & Design

Challenges of Team Design - by Leszek Gorniak

14 May 2019 - 7:30am
Designing video games in a team is a huge challenge. Despite the fact that we try to follow the same universal principles of game design theory, we often disagree. What can we do to overcome our differences? How can we facilitate teamwork?
Categories: Game Theory & Design

The Future is Bloodless! China Bans Blood in Video Games - by Henry Fong

14 May 2019 - 7:22am
Game developers used to be able to skirt Chinese bans on blood in video games in a simple manner, make blood any color but red, and you were good to go. New rules have banned this workaround. Read to learn how to adapt.
Categories: Game Theory & Design

5 Tips to Land a Job as a Game Developer - by Eric Burch

13 May 2019 - 7:41am
Finding a job as game developer is difficult. Here are some important things to keep in mind that can aid you on your journey to advancing your career.
Categories: Game Theory & Design

A new type puzzle game COLLOC Dev Blog #1 - by Eiman Tan

13 May 2019 - 7:40am
Colloc is a new type puzzle game, and here is how the game was born, and see how the new type puzzle works with fissioning and merging action.
Categories: Game Theory & Design

Co-Opportunity - Lessons Learned Working Full-Time - by Jake Carfagno

13 May 2019 - 7:38am
A student reflects on his experiences after dedicating six months to working full-time on his own startup for co-op credit and with funding from his university.
Categories: Game Theory & Design

We're Looking at Accessibility All Wrong - by Brian Fairbanks

13 May 2019 - 7:29am
Explicit strategies in how to design accessibility into your game's core, and all the different ways you'll benefit from doing so.
Categories: Game Theory & Design

Video Game Deep Cuts: That Yuppie Psycho, Thomas The Tank Engine - by Simon Carless

10 May 2019 - 3:16am
This week's roundup includes a look at the odd & striking Yuppie Psycho, an exploration of why Thomas The Tank Engine keeps getting modded into so many games, plus looks at Mordhau, God Of War's creation, Sable, Vader Immortal and a whole host of others.
Categories: Game Theory & Design

A different take on turn timers - by Fabian Fischer

9 May 2019 - 7:07am
Having a limited amount of real-life seconds to make a move can feel strangely disconnected from the rest of the gameplay experience. However, there's a different kind of timer out there. One that's intrinsic to the game world, or in short: diegetic.
Categories: Game Theory & Design

My first game blog! - by Carl Ji

8 May 2019 - 7:35am
Hi! This is my first game blog! I'm currently reading “The Art of Game Design: A Book of Lenses” by Jesse Schell, and I want to write about the first few chapters of the book on the topic of experience combined with my own experiences with games.
Categories: Game Theory & Design

Create a Physics Based Fighting Game in Unity - by Luis Bermudez

8 May 2019 - 7:29am
How do you create a fighting game in Unity with realistic physics? This article shows you the basics of creating a physics based fighting game in Unity. It leverages simple Spring PD controllers and Inverse Kinematics.
Categories: Game Theory & Design