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Video Game Deep Cuts: Uncle Buddy's Wattam Is Strange - by Simon Carless

1 October 2018 - 6:21am
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.
Categories: Game Theory & Design

Profitable Indie Game Development with Adam Saltsman - by Larry&Brandon GDU

1 October 2018 - 1:17am
Adam Saltsman, also known as Adam Atomic, made the endless runner Canabalt in 2009, where an anonymous runner runs in one direction and is able to jump and slide upon landing. Since then, Adam has formed his studio Finji, continuing to produce and have pu
Categories: Game Theory & Design

Part 3, Narrative bridging on testing an experience - by Katarina Gyllenback

28 September 2018 - 7:22am
In the third and last part of the series, on how to assure the quality of an experience from a narrative and cognitive perspective. The final pieces for a framework that concerns engagement, emotions, learning, pacing and control, will be presented.
Categories: Game Theory & Design

Kliuless? Gaming Industry ICYMI #5 - by Kenneth Liu

28 September 2018 - 7:21am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Why do publishers leave Steam? A make-your-own-platform trend? - by Nikolay Bondarenko

28 September 2018 - 7:07am
Why publishers leave Steam? A make-your-own-platform trend? Global PC publishing, contemporary pricing, looking for the new audience.Let`s discuss the current problems and trends in the PC game market and try to find answers together?
Categories: Game Theory & Design

Why the AAA Market Doesn't Need Paid Cheat Codes - by Josh Bycer

28 September 2018 - 7:04am
In light of Devil May Cry 5's microtransaction announcement, I discussed my thoughts on games that allow you to pay to skip content, and why that backfires for most consumers.
Categories: Game Theory & Design

Years in the Making: The Long Game of Boyfriend Dungeon - by Tanya X. Short

28 September 2018 - 3:02am
From the outside, Boyfriend Dungeon appeared to blow up "out of nowhere". The indie team lead talks openly about the labour and years of patience that went into building its success.
Categories: Game Theory & Design

Batman: Arkham Design Analysis (Part 1) - by Stanislav Costiuc

28 September 2018 - 1:01am
Excerpts focused on design analysis from my video analysis/review series of the Arkham series.
Categories: Game Theory & Design

Creating New VR Hardware - Accessibility by accident - by Peter Kojesta

27 September 2018 - 7:36am
A chronicle of years spent making my VR locomotion controller "SprintR", to suddenly realizing we made an accessibility device. This post outlines what it took to make this dream a reality.
Categories: Game Theory & Design

Design Testing - by Alex Dorans

27 September 2018 - 7:32am
Can QA prevent issues before a programmer commits one line of code? I believe we can and internally we've been doing it via a process we calling Design Testing.
Categories: Game Theory & Design

11 BOSS BATTLES OF X-MORPH: DEFENSE, PART 5 - KM-2 REDWING - by Piotr Bomak

27 September 2018 - 6:58am
EXOR Studios are back with their series on boss designs for X-Morph: Defense - both the successful and unsuccessful ones. This time we take a look at one of the bosses which made it to the final game, inspired by an unusual, a bit forgotten concept.
Categories: Game Theory & Design

Indie Marketing - It's Never Too Soon - by Kenny Creanor

27 September 2018 - 6:57am
oOo: Ascension developer Kenny Creanor stresses the importance of Marketing, and how easy - and dangerous - it is to ignore
Categories: Game Theory & Design

Independent Video Game Developers Take Corporate Publishers to Task - by Philip Piletic

27 September 2018 - 6:56am
While it might sound like an oxymoron, some independent studios are now major players in the video game scene.
Categories: Game Theory & Design

F2P Game Business Model is Now more Healthy - by Mantin Lu

27 September 2018 - 6:55am
Glad that we can witness this trend that F2P games monetization model moving towards a healthier future. Hopefully, this trend will continue and no one will see playing games as a bad habit anymore.
Categories: Game Theory & Design

Understanding AAA, Startups, and Mobile with Richard Khoo - by Larry&Brandon GDU

27 September 2018 - 6:43am
Richard Khoo is a Game Design Director that has been working in the industry for over 15 years. He spent a decade at Blizzard working on titles like Starcraft 2 and was the lead systems designer for Heroes of the Storm.
Categories: Game Theory & Design

Doing AAA, Startups, and Mobile with Richard Khoo - by Larry&Brandon GDU

27 September 2018 - 6:43am
Richard Khoo is a Game Design Director that has been working in the industry for over 15 years. He spent a decade at Blizzard working on titles like Starcraft 2 and was the lead systems designer for Heroes of the Storm.
Categories: Game Theory & Design

Easy to Learn, Hard to Master - by Justin Neft

26 September 2018 - 6:52am
This is a paper I did for a game design class where I talk about simplicity in video games and why I believe it is a very important attribute of accessibility and design.
Categories: Game Theory & Design

The Power of Press Releases for Indie Games in 2018… - by Yohann Miniere

25 September 2018 - 10:03pm
Writing Press Releases is not an easy exercise even if the format looks simple but this is a powerful tool you have to master!
Categories: Game Theory & Design

Welcome to the world, Alphabear 2 - by David Edery

25 September 2018 - 8:46am
A couple of years ago, we applied for an SBIR grant to the US Department of Education. Our explicit goal was to create a sequel to Alphabear that would actually be educational, but also competitive in the crowded mobile marketplace.
Categories: Game Theory & Design

Interior Mapping: rendering real rooms without geometry - by Joost van Dongen

25 September 2018 - 8:35am
Modelling interiors behind every window in a city often takes too much performance, so some games use "interior mapping", a shader trick to render geometry that isn't actually there, but still achieves sharp, perspectively correct rooms.
Categories: Game Theory & Design

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