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Engaging with Your Audience on Social Media - by Jessica Paek

11 January 2019 - 7:38am
Whatever size your community currently is, there are even more people out there who would be your fans if they knew about you. We discuss how to get the most out of your social media efforts by engaging with your audience.
Categories: Game Theory & Design

Why do we get so attached to our soldiers in XCOM? - by Tiago Costa

11 January 2019 - 7:37am
I finally got around to play XCOM2 and once again my soldiers died... I grew attached to one in particular... Onde Called Sofia "Solo" Conti. Then I saw her died to a set of lucky hits... Why do we get so attached to our soldiers in XCOM?
Categories: Game Theory & Design

A simple format to archive design decisions - by David Bailly

11 January 2019 - 7:34am
How we keep an archive of decision-making within the design docs with the help of a few emoticons.
Categories: Game Theory & Design

Easy to Learn, Hard to Master - by Lukas Powers

11 January 2019 - 7:34am
Atari founder, Nolan Bushnell, came up with the game design methodology “Easy to learn, but hard to master.” While it has become a popular mantra for designing game mechanics, it may not be the only philosophy that works.
Categories: Game Theory & Design

Designing a Production Process: An Addendum - by Ryan Darcey

11 January 2019 - 12:46am
An addendum to my "Designing a Production Process" series that describes how to further utilize your issue tracking database to support it.
Categories: Game Theory & Design

Thor, Pirate Software: Leaving AAA to go Indie - by Jessica Paek

10 January 2019 - 8:14am
For our last developer interview of the year, we got to talk to Thor from Pirate Software to talk about how he left AAA to start his own indie studio.
Categories: Game Theory & Design

How A Small Cleavage Got PIXELMAN Censored On Google Play - by Matias Kindermann

10 January 2019 - 7:46am
Our game PIXELMAN was removed from Google Play because it features a small cleavage.
Categories: Game Theory & Design

Candy Raid: The Factory Post Mortem - by Kayne Ruse

10 January 2019 - 7:43am
Candy Raid: The Factory was made by Kayne Ruse and Evan Hartshorn. In this post mortem, they break down what went right, what went wrong, and what they learned along the way.
Categories: Game Theory & Design

Kliuless #18: China, Silicon Valley, and the New World Order - by Kenneth Liu

10 January 2019 - 7:42am
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

When the UI is the Game - by Julian Colbus

10 January 2019 - 7:20am
The sci-fi MMO Prosperous Universe is played entirely through a futuristic user interface. Read about our initial inspirations, the biggest challenges and the solutions we have come up with over the past three years.
Categories: Game Theory & Design

The JRPG Startup Cost - by Radek Koncewicz

9 January 2019 - 10:05pm
Timing various gameplay elements in JRPGs of the 4th console generation: the Genesis, Sega CD, Super Nintendo, and the Game Boy. Was the random encounter grind really that bad?
Categories: Game Theory & Design

My insight on how level flow is applied in games like Uncharted 4 & The Last of Us - by Trinh Nguyen

9 January 2019 - 7:48am
The past few months I have been doing research in the level flow and environment design in games like, "Uncharted 4" and "The Last of Us" This blog will be a crash course on: What is level flow & how level designers apply them.
Categories: Game Theory & Design

Virtual Cities: A Look At Rubacava - by Konstantinos Dimopoulos

9 January 2019 - 7:12am
An excerpt from the forthcoming Virtual Cities atlas taking a closer look at Grim Fandango's Rubacava.
Categories: Game Theory & Design

Growing the Conversation on Game Design - by Josh Bycer

9 January 2019 - 7:03am
Despite how it has come to define this industry, the study of game design for a lot of people continues to be discounted, and it's time for that to change.
Categories: Game Theory & Design

Netflix's Bandersnatch UX: Cinema meets Gaming, how to make the marriage last! - by Om Tandon

9 January 2019 - 7:02am
Bandersnatch: Netflix's attempt at gamifying cinema is a commendable attempt but leaves more to be desired, ideas on how it can benefit from deep learnings & psychology of games.
Categories: Game Theory & Design

All the ways of doing a beta - by Joost van Dongen

8 January 2019 - 7:10am
There are many different ways to give players access to a beta. Which to choose? In this article I'll give a comprehensive list of options in today's market and discuss the differences.
Categories: Game Theory & Design

Scanning the Iconic Treasury Al-Khazneh of Petra - by Joseph Azzam

8 January 2019 - 7:09am
I needed to give a presentation in Jordan on Photogrammetry, and I challenged myself to scan the iconic treasury Al-Khazneh of Petra, put it in a game engine, and prepare a presentation, all in the span of 3 days.
Categories: Game Theory & Design

An Artifact Card Review - by James Margaris

8 January 2019 - 7:02am
20 pages of thoughts on Artifact cards that begin with the letter 'A'
Categories: Game Theory & Design

Direction Tools For Your Game's Dialogues - by Pietro Polsinelli

8 January 2019 - 7:01am
We present some concepts with which one can enrich the available toolset when writing and designing in-game dialogues, mostly inspired by comic design. In a linked video we also show the toolset in use.
Categories: Game Theory & Design

Spatiality in Game Design - by Fabian Fischer

7 January 2019 - 8:13am
A strong focus on spatiality can lead to a large variety of interesting situations, incentivize intuitive decision-making and foster depth and emergence. This article describes a few outstanding examples of spatial gameplay design.
Categories: Game Theory & Design

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