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Pragmatic and Philosophical Tips for Hobbyist Creators - by Michael Heron

18 January 2018 - 5:57am
It's hard to create things when you're having to fit it in amongst all the other things you have to do in life. For a lot of us, creation is a hobby not a job even if we'd love it to be otherwise. Here are some of my tips for the hobbyists amongst us.
Categories: Game Theory & Design

Phaser to iOS without PhoneGap or Cordova - First steps - by Harold Bowman-Trayford

17 January 2018 - 7:09am
Sharing the experience of discovery as I get sprites rendering onscreen using Phaser on iOS.
Categories: Game Theory & Design

Unblockable: Controller Theories from a Musician - by Jonah Beck

17 January 2018 - 7:06am
Unblockable is a series of argumentative pieces that seek to challenge the ways we think about competitive games. In this piece, I take ideas about controller usage in fighting games and dissect them from the perspective of musical instrument design.
Categories: Game Theory & Design

Developer Diary #2: Birth of the Global Version and What’s New? - by gumi Team

17 January 2018 - 7:05am
Welcome back to our series of Developer Diaries for “The Alchemist Code” - in this next installment, we pay homage to the inspirations behind the game.
Categories: Game Theory & Design

Player Relationship types in Hades’ Star - by Andreas Papathanasis

17 January 2018 - 6:37am
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.
Categories: Game Theory & Design

The cost of games - by Raph Koster

17 January 2018 - 3:19am
Take a dataset of over 250 games, their development costs, their year of release, what they sold for and big they were. What can we learn about the trends and what it means for the industry?
Categories: Game Theory & Design

Games software/hardware $165B+ in 2018, $230B+ in 5 years, record $2B+ investment last year - by Tim Merel

16 January 2018 - 8:16am
Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).
Categories: Game Theory & Design

The Alchemist Code - Developer Diary #1: A Prelude to The Alchemist Code - by gumi Team

16 January 2018 - 8:13am
In this series, the team behind The Alchemist Code will share behind-the-scenes details on the making of The Alchemist Code!
Categories: Game Theory & Design

Behavioral Profiling: How to Build Useful Player Models - by anders drachen

16 January 2018 - 7:48am
Behavioral profiling is among the most useful of the tools in the arsenal of a game analyst. Profiling allows a way to manage complex user data and discover patterns in behavior. This post covers the basics and presents notes on popular types of profiles.
Categories: Game Theory & Design

VR Headphones Update: Video Game Music Composers - by Winifred Phillips

16 January 2018 - 7:46am
How does headphone tech impact virtual reality? Video game music composer Winifred Phillips provides updates on VR headphone prototypes and consumer products. The issue of consumer confusion regarding headphone surround sound in VR is also discussed.
Categories: Game Theory & Design

A vivisection of Plague Inc: The Board Game (part 2) - Manufacturing and Design - by James Vaughan

15 January 2018 - 8:40am
I’m the creator of Plague Inc. and this is part two of a blog series detailing the lessons I learned when creating Plague Inc: The Board Game. Here I’ll focus on the manufacturing process - how I got the board game made and the company I worked with.
Categories: Game Theory & Design

Threads, digging a little deeper - by Brian Hapgood

15 January 2018 - 8:40am
Threads, digging a little deeper...
Categories: Game Theory & Design

Demystifying the Artificial Intelligence (AI) hype for game developers - by Nick Lim

15 January 2018 - 8:39am
AI has been hot lately, but what are the different types of AI. And how do they relate to games? Read on to find out.
Categories: Game Theory & Design

The camera angle as an expressive resource and narrative booster in video games - by Nadia Orenes

15 January 2018 - 8:38am
A few thoughts on the way we use camera angles on video games, and what we can learn from other media that make a more sophisticated use of them.
Categories: Game Theory & Design

I Am Overburdened, recap and numbers - by Tamás Karsai

15 January 2018 - 8:37am
It has been a little over two months since I released I Am Overburdened, my silly indie roguelike. Here's an in-depth analysis how the overall production and final numbers turned out.
Categories: Game Theory & Design

Why you Should Keep all Game Ideas to Yourself - by Michael Smith

15 January 2018 - 8:37am
Why you need to be protective of your game ideas as a developer
Categories: Game Theory & Design

Creating target movies with Unity - by Maciej Szczesnik

15 January 2018 - 8:36am
With the new Timeline feature and the help of the Cinemachine plugin creating target movies in Unity seems not only possible, but actually quite fun.
Categories: Game Theory & Design

PlayerProfile & ItemDatabase: offline games, server syncing and not getting murdered by the Game Designers - by Yanko Oliveira

15 January 2018 - 8:36am
In this 2nd Blood Runs Cold tech postmortem post, I talk about the solutions we built for continuous server syncing of our game's player data and the data-driven balancing toolset that allowed us to juggle 400+ ScriptableObjects and have 0 merge conflicts
Categories: Game Theory & Design

Game Development: Where To Start - by Connor Addis

15 January 2018 - 8:35am
If you are an avid video game player, a game developer is probably your dream job. Whenever you choose the desired icon, put on your headphones, and click “play”, a journey into a new world begins. But doesn’t it look awfully complicated?
Categories: Game Theory & Design

​Freedom of expression: A case study of the dialogue systems implemented in The Witcher 3 and Fallout 4 - by Preslav Petrov

15 January 2018 - 8:33am
In this blog post I examine the conversation systems in The Witcher 3 and Fallout 4, comparing them and analysing the design and cultural contexts of the systems, and their successes and failures.
Categories: Game Theory & Design

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