Updated: 1 hour 54 min ago
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.
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?
How we keep an archive of decision-making within the design docs with the help of a few emoticons.
Atari founder, Nolan Bushnell, came up with the game design methodology âEasy to learn, but hard to master.â While it has become a popular mantra for designing game mechanics, it may not be the only philosophy that works.
An addendum to my "Designing a Production Process" series that describes how to further utilize your issue tracking database to support it.
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.
Our game PIXELMAN was removed from Google Play because it features a small cleavage.
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.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
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.
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?
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.
An excerpt from the forthcoming Virtual Cities atlas taking a closer look at Grim Fandango's Rubacava.
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.
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.
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.
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.
20 pages of thoughts on Artifact cards that begin with the letter 'A'
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.
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.