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[Post Mortem]: I thought I could ship at least 700 units to stay in business - by Constantin Bacioiu

21 November 2017 - 7:36am
I should have been able to move at least 700 copies of a niche game at a low price and stay in business. I did not - this is a warning to other developers out there who work full time on their games! This is my tale.
Categories: Game Theory & Design

The Most In-Demand Coding Languages and their Applications - by Michael Smith

21 November 2017 - 7:35am
These are the five most in-demand programming languages in the United States, based on how many jobs have been posted to major job sites in 2017.
Categories: Game Theory & Design

RNGesus and the int randomNumber = random.Next() //Disciples - by Aaron Cook

21 November 2017 - 7:35am
For some, Random Number Generators (RNGs) can feel like arcane complex systems. This article briefly explores a few possible ways of setting up an RNG system to help aid the budding developer or designer.
Categories: Game Theory & Design

A Deep Discussion on Monetization - by Josh Bycer

21 November 2017 - 7:34am
Last week, I had a chance to talk to Game Economist Ramin Shokrizade on the subject of monetization in the Game Industry, and this is the recorded discussion.
Categories: Game Theory & Design

No Ifs, Ands or Buts -- Four Reasons Why Your Game Needs a Tutorial - by Josh Bycer

21 November 2017 - 7:33am
I've spoken about tutorial design countless times, but it's time to get something straight, no matter what kind of game you're making, here are four reasons why you need a tutorial.
Categories: Game Theory & Design

Star Wars Battlefront 2 controversy: Has EA killed the premium + IAP business model? - by Pascal Luban

21 November 2017 - 7:32am
What went wrong with Star Wars - Battlefront 2? Do we need the premium + IAP business model anyway ? How could we properly implement it model in triple-A titles?
Categories: Game Theory & Design

Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown - by Simon Carless

19 November 2017 - 7:41am
This installment of the best longform articles & podcasts of the week includes a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a new AIAS podcast talking to Brendan 'PlayerUnknown' Greene.
Categories: Game Theory & Design

I Settle All Video Game Arguments, Part 1: Game Reviews - by Jeff Vogel

17 November 2017 - 7:30am
In this article, I settle all debates regarding game reviews: How good should a reviewer be at a game? What topics are a reviewer allowed to bring up when doing a review? Are review scores and review aggregators good? Does anyone still care about them?
Categories: Game Theory & Design

Will current games turn eSport into a mass-market affair? - by Pascal Luban

17 November 2017 - 7:30am
There is little doubt that eSports will become an important entertainment activity and will generate mass interest from the public as football or car racing do today. However, which games will be the winners? Which ones will rally large crowd around them?
Categories: Game Theory & Design

A Kickstarter postmortem for The Iron Oath - by Nik Mueller

17 November 2017 - 6:31am
Our tactical RPG The Iron Oath was successfully Kickstarted in September 2017. I'd like to share the process we went through that helped us achieve over 200% funding!
Categories: Game Theory & Design

Five Weeks in the Wild - Early Access on itch.io - by Martin Nerurkar

16 November 2017 - 6:31am
On the 10th of October I I started the Nowhere Prophet First Access on itch.io (http://itch.nowhereprophet.com). That was just over five weeks ago so I guess it's time for a look at how that went and how I feel about it.
Categories: Game Theory & Design

Video Game Monetization Strategies - by Chris Cobb

16 November 2017 - 6:30am
The purpose of this article is to provide a lens for understanding and evaluating monetization strategies in games.
Categories: Game Theory & Design

Day 38 of 100 Days of VR: Creating a VR First Person Shooter I - by Josh Chang

16 November 2017 - 6:29am
Welcome to Day 38! Today, we’re going to talk about the limitations of mobile VR and make some changes in our game to fix things. We’ve already started to fix some things, specifically adding event triggers to our enemies, but there’s still many to solve
Categories: Game Theory & Design

Swift based iPhone Game Development Process - by Juned Ghanchi

16 November 2017 - 6:28am
Game development for an iPhone has never been so much easy as it is now. All you need to get started is going to the Apple’s App Store, and you get all the resources readily available.
Categories: Game Theory & Design

Biome Painter: Populating Massive Worlds - by Krzysztof Narkowicz

16 November 2017 - 6:27am
How to efficiently populate massive game worlds? Certainly, we don’t want to place every tree manually. After all, game development is about making smart trade-offs.
Categories: Game Theory & Design

Mud and Water of Spintires:MudRunner - by Pavel Zagrebelnyy

16 November 2017 - 1:06am
Here we present technical details behind rendering of Mud and Water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive on Xbox One, PlayStation 4 and PC (Steam).
Categories: Game Theory & Design

Designing ‘Organic’ Difficulty: A Cognitive Neuropsychology Approach (1: Introduction)! - by Ashton Philip Kehnscherper

15 November 2017 - 10:27pm
Current difficulty systems often focus on fixed metric manipulation to appease players when it comes to difficulty, but through the use of a different cognitive neuropsychology lens, can a more 'organic' method to game design and difficulty be produced?
Categories: Game Theory & Design

Defining mid-core games and why they matter - by Maciej Biedrzycki

15 November 2017 - 7:24am
There is a lot of fuss about mid-core games and debates if the term itself should exist in the first place. If you’ve ever wondered what it’s all about, please seat comfortably, enjoy a nice hot mug of tea and spare a couple of minutes reading our post.
Categories: Game Theory & Design

Major Cost Issues You Will Face as a Developer or Company - by Peter Smalls

15 November 2017 - 6:53am
These issues appeared when I started my own company, often through no fault of my own, and other developers need to be on the lookout.
Categories: Game Theory & Design

Day 37 of 100 Days of VR: Adding Basic VR Changes Into Our FPS I - by Josh Chang

15 November 2017 - 6:52am
Welcome to Day 37! Today, things are finally going to get serious in working with VR! Currently, there are a lot of problems with the app from when we launch it. Some are true limitations and others are bugs. Let's fix them!
Categories: Game Theory & Design

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