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Writing Characters for Shadowgun Legends: Part Two - by Lee Adams

18 July 2019 - 7:20am
This is the second part of my article about writing dialogue and developing characters for the NPCs in our latest game, Shadowgun Legends...
Categories: Game Theory & Design

Revealed: The Most Demanded Languages For Game Localization (H1 2019) - by Dolly Dai

17 July 2019 - 8:05am
FIGS is not enough for game localization any more and has been joined by zhCN+brPT+RU to create a “Magnificent Seven Standard” in the loc industry, while Turkish, Malay, and Hindi demonstrated tremendous two-year growth.
Categories: Game Theory & Design

Braid Behind the Scenes - by Sande Chen

17 July 2019 - 8:04am
In this article, game designer Sande Chen summarizes Jonathan Blow's session at the 2019 Taipei Game Developers Forum, in which he gave a behind-the-scenes look at the development of his game, Braid.
Categories: Game Theory & Design

Guessing the Future with Patents - by Ryan Ward

17 July 2019 - 7:39am
Andrew F. Pratt and Ryan T. Ward of Venable LLP examine patents from three major companies within the gaming industry to predict what new technologies they are researching.
Categories: Game Theory & Design

Hyper Light Drifter Special Edition: additional content through channeling the main character - by Miguel José García Corchero

17 July 2019 - 7:37am
Creating new content for a known game without killing the vibe: How channeling the Hyper Light Drifter protagonist became an efficient technique to design new content for Hyper Light Drifter Special Edition for iOS and Switch.
Categories: Game Theory & Design

China Game Market Recovers from Government Policy Changes [Report] - by Mantin Lu

17 July 2019 - 7:36am
iResearch recently released their new China Online Game Industry Q1 Report. First, let’s highlight some of the key game industry data revealed. Then towards the end of this article, I’ll share my thoughts about what they mean.
Categories: Game Theory & Design

Deep Management #4: Aristotle Ruminates on Game Dev Part II - by John Bible

17 July 2019 - 7:32am
Ever wondered how Aristotle would run a game company? In this second part, we consider Aristotle's middle way, building on our discussion of ultimate and subordinate goods. Our purpose is to convert the travails of game development to serene calmness.
Categories: Game Theory & Design

Gaminiscing 101 – Recording my grandmother's childhood memories to turn them into a video game - by Bob De Schutter

17 July 2019 - 7:32am
Recording a loved ones' memories for use as in-game audio is not as straight-forward as it might sound. In this article, I look into the challenges I faced when doing so, and the methods that I used to overcome them.
Categories: Game Theory & Design

Boost your Mobile Game Downloads in 3 Simple Steps - by Marcus Kay

17 July 2019 - 7:29am
Through countless hours of hard work and research on app store keywords, I learned many techniques to “get my app off the ground”. At last, I managed to increase the app downloads by more than 10 times! Here are the 3 steps that I used...
Categories: Game Theory & Design

Steam Diving Bell: a tool for "wikipedia binging" Steam games - by Lars Doucet

17 July 2019 - 2:37am
Designing a tool for browsing Steam games "Wikipedia binge" style
Categories: Game Theory & Design

Game Design in the Age of Climate Change - by Justin Reeve

16 July 2019 - 7:49am
The landscapes in Metro Exodus are all in a certain sense broken. Why are they depicted in this way? This article takes a look at how game design can be used to make a statement about climate change.
Categories: Game Theory & Design

Video Game Composers: How Music Enhances Virtual Presence (The Theory of Flow) - by Winifred Phillips

16 July 2019 - 7:47am
The 1st of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 1: Virtual Presence & Flow Theory. Music composition strategies and practical examples are included.
Categories: Game Theory & Design

Crowdfunding and Tabletop Games: 2019 Mid-Year Update - by Thomas Bidaux

16 July 2019 - 7:43am
State of board games on Kickstarter in the first half of 2019
Categories: Game Theory & Design

Show, Don’t Tell: How a Few Tools Can Give Your Store UX a Big Boost - by Henry Fong

16 July 2019 - 7:41am
With an understanding of what makes players want to buy, you can enhance the experience and increase your IAP. But how do you find out what works? We used our in-game platform to test the impact of in-game product videos—and the results surprised us.
Categories: Game Theory & Design

Finding The Fun: Archero Part 3 - Monetization - by Scott Fine

16 July 2019 - 7:38am
Welcome to part three of my look into Archero! This time we’ll focus on the monetization aspect of the game and how it doesn’t intrude on the fun.
Categories: Game Theory & Design

Enabling Breakthrough Innovations in the Client-to-Cloud Revolution - by Neil Schneider

15 July 2019 - 8:12am
As a follow-up to "Grasping the Client-to-Cloud Revolution", Neil Schneider discusses the innovations and market breakthroughs he sees in store for content creators and technology makers in this developing next era of computing.
Categories: Game Theory & Design

A new type puzzle game COLLOC Dev Blog #2 - by Eiman Tan

15 July 2019 - 8:12am
Puzzle indie game is coming to steam July 19, Here is Dev Blog #2
Categories: Game Theory & Design

Best Practices and Top Mobile Trends for Your Casual Games - by Sven Lubek

15 July 2019 - 8:11am
Mobile games are set to reach 60% market share of all gaming consumer spend in 2019. Hyper-casual games will be driving download growth in 2019. Beating the competition in this saturated industry requires knowledge, skills and organization.
Categories: Game Theory & Design

Crowdfunding and Video Games: 2019 Mid-Year Update - by Thomas Bidaux

15 July 2019 - 7:40am
What is the state of Kickstarter for video games in the first half of 2019?
Categories: Game Theory & Design

More Than Meets the Eye: The Secrets of Dynamic Difficulty Adjustment - by Caleb Compton

15 July 2019 - 7:26am
Have you ever played a game that punished you for doing well, or went easy on you when you struggled? That's an example of Dynamic Difficulty Adjustment gone wrong. These systems are everywhere in games, and when done well you'll never know they are there
Categories: Game Theory & Design