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A Comprehensive Guide to Successful Group Projects at University - by Luke Haslett

24 April 2018 - 11:18pm
Using the knowledge I've gained over my time in academia, I've written an extensive guide that's intended for all students of game development to find guidance that will help them improve their approaches when it comes to group projects at university.
Categories: Game Theory & Design

Open-Ended Video Games: A Model to Develop Learning for Interactive Age - by Dylan Moran

24 April 2018 - 7:40am
Open End simulation games have open worlds, through which there is not a single right way.
Categories: Game Theory & Design

Part 3, Don´t show, involve - by Katarina Gyllenback

24 April 2018 - 7:39am
The third and last part of "Don´t show, involve" is about plotting and how the narrative can assist the stylish elements in the creation of a form that involves and evokes emotions. #narrative #cognition #emotions #meaning #mechanics #plotting
Categories: Game Theory & Design

Playerless playtesting: AI and user experience evaluation in games - by Samantha Stahlke

24 April 2018 - 7:39am
In this post, we explore the applications of AI for UX evaluation in games, providing a high-level overview of how semi-automated approaches might shape the future of playtesting.
Categories: Game Theory & Design

Game Design in Real Life: Lessons from a Disney Vacation - by Caleb Compton

24 April 2018 - 7:38am
Game design lessons can be found everywhere. In this article, the first in my "Game design in real life" series, I take a look at some of the design lessons that can be learned from the design of Disney World.
Categories: Game Theory & Design

"Heroes of Rings: Dragons War" Dev Q&A with Codigames - by Jill Sullivan

24 April 2018 - 7:38am
Kongregate sits down with Francisco Martínez, President & Co-founder of Codigames to talk about the development process behind "Heroes of Rings: Dragons War."
Categories: Game Theory & Design

Entering the Indie Games Market at the Lowest Cost Possible - by Tim Hoang

24 April 2018 - 7:29am
This post discusses actual costs of indie game development, what developers need to know before they begin developing, and how to budget and spend properly on projects.
Categories: Game Theory & Design

PAX East 2018: Designing a Convention Booth - by Kurt Bieg

23 April 2018 - 7:04am
This post is a cross-post from our own website blog. Link: http://www.simplemachine.co/pax-east-2018-recap/ In this post we go over what went into planning our booth for PAX East Including what to order, how to lay stuff out, how to sell merch, etc.
Categories: Game Theory & Design

How to stand out in the crowd - by Chris Cobb

23 April 2018 - 7:03am
We will explore the traits that make a game stand out in in a saturated market
Categories: Game Theory & Design

A nice application of the golden ratio in programming - by Steven Stadnicki

23 April 2018 - 7:03am
A pretty common programming application - hashing a sequence of possibly serial numbers into a random-looking sequence - has a straightforward solution with some interesting number theory, and a nice application of the golden ratio, behind it.
Categories: Game Theory & Design

Atari VCS: E.T. The Extra-Terrestrial - by John Harris

23 April 2018 - 7:02am
This is an excerpt from '21 Unexpected Games to Love For The Atari VCS', available in the current game eBook Storybundle. E.T. gets a lot of crap, but it is possible to enjoy, and it's arguably better than Warshaw's previous hit Raiders Of The Lost Ark.
Categories: Game Theory & Design

HTML5 Games Next Frontier - Casual Games For Brands - by Ben Chong

23 April 2018 - 7:02am
Learn how brands are achieving success using casual HTML5 games.
Categories: Game Theory & Design

Mobility! Thoughts after launching an accessible precision platformer - by Tom Hermans

23 April 2018 - 7:01am
Two years ago, I had an idea for a platforming game. Would my design skills finally be good enough to make a game that would reach an audience? Little did I know that the game’s reception would go well over any expectations I had.
Categories: Game Theory & Design

Video Game Deep Cuts: Rise Of The Ambient Parent Jam - by Simon Carless

22 April 2018 - 5:50am
This week's highlights include a piece on Zelda & ambient video games, the role of parents in games like God Of War, and a NBA Jam making-of video.
Categories: Game Theory & Design

Lessons Learned From Five Years of VR Locomotion Experiments - by Paul White

20 April 2018 - 6:20am
A five-year retrospective on lessons learned from inside the history of VR locomotion by industry pioneers at Cloudhead Games.
Categories: Game Theory & Design

Lindsay Lohan Loses Right of Publicity Appeal against Grand Theft Auto V - by Kimberly Culp

20 April 2018 - 6:17am
Video game developers scored major points when a New York court recently rejected Lindsay Lohan’s invasion of privacy claims against the developer of the popular video game Grand Theft Auto V. This article discusses the implications of that ruling.
Categories: Game Theory & Design

The Level Design of Super Mario Odyssey's Best Stage - by Josh Bycer

20 April 2018 - 6:16am
Super Mario Odyssey may have taken the level design of Mario in a different direction, but there was one stage that rose above the rest and is worthy of being studied more closely.
Categories: Game Theory & Design

Indie, AAA and other Buzzwords - by Ionut Vaduva

19 April 2018 - 6:45am
As soon as you get started with a new game, the market asks you to label yourself: Indie, AA, AAA, super-unicorn-AAA? So what would you choose?
Categories: Game Theory & Design

Try/Fail Cycles - by Gregory Pellechi

19 April 2018 - 6:44am
Games as power fantasies result in success after success for player character. For the story that makes them boring because the characters never encounter failure and have to change track. A Try/Fail cycle is vital to interesting storytelling in games.
Categories: Game Theory & Design

Unity SRP Overview: Scriptable Render Pipeline - by Ruben Torres Bonet

19 April 2018 - 6:41am
I did some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why? Because it concerns you, it concerns me. It will eventually change the way you have to work. The readier you are, the better off you will be.
Categories: Game Theory & Design

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