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Creating fully destructible cities while maintaining 60FPS - by Piotr Bomak

26 April 2018 - 6:22am
Our design goal for X-Morph: Defense were destructible environment and a stable framerate. While not mutually exclusive, it took a lot of time and effort to make it all work. Here's what we did in order to meet our own and our players' expectations.
Categories: Game Theory & Design

How to Handle Christianity in Video Games - by Gregory Campbell

26 April 2018 - 6:20am
This article considers the matter of Christianity in commercial video games and provides examples - subtle and overt, successful and not - regarding Christian iconography, themes, and references, as well as how authors could make Christian video games.
Categories: Game Theory & Design

Kotaku is not the answer: strategic thinking for indie game PR - by Lewis Denby

25 April 2018 - 6:52am
Indie devs new to PR are often tempted to set their sights on coverage from the very biggest games websites. But this can often be counterproductive. This article explores why Kotaku is not the answer - and what indie developers might want to try instead.
Categories: Game Theory & Design

What makes video game development different? - by tushar grover

25 April 2018 - 6:48am
here we discuss how video game development is a different ball game in itself and what factors make it different from normal application programming for developers to understand weather game development is for them for not.
Categories: Game Theory & Design

How many wishlists should you have when launching on Steam? - by Jake Birkett

25 April 2018 - 12:55am
I recently asked developers to share their Steam wishlist-related data because I wanted to know the relationship between wishlists at launch and sales at launch. Here's what I found out.
Categories: Game Theory & Design

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

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