Updated: 11 hours 23 min ago
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very effective but its excessive use could backfire.
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very excessive but its excessive use could backfire.
Today's post looks at the hoarding syndrome in video games. How certain designs create it, and the best ways to combat it.
The blog post explores the recent controversy surrounding EAs Starwars Battlefront 2 and examines case studies of previous game releases, in an attempt to understand and galvanise effective and transparent delivery methods moving forwards
Art is one of the most important aspects in Noahmund. Everything that includes our videogame is conceived from the vision of beauty and inspiration.
Today's post takes a philosophical look at what a game designer brings with regards to the identity and philosophy of a video game.
Of course, I tend to believe a good, strong narration must be merged with the gameplay to be efficient. But a good old cutscene can convince the player bfore even playing and prepare for the show before it even begins.
A few lessons I've picked up over the last year after I decided to leave the comforts of a AAA studio to start a marketing agency of my own.
Using lessons learned in athletics and science we can tame the "Wild Wild West" that is current game development to build cohesive and winning teams.
The basics of urban structure and the three classic city models; a fine way of getting started with imaginary urban planning for your video game cities.
Adventures in writing an engine: a multi-core foundation.
When it comes to checking the performance of your QA team, or individuals within the team, how do you go about measuring that? Here is why you should stop monitoring your teams bug quota and using it as metric to justify the teams output.
Amplitude put together an ARG (Alternate Reality Game) for the release of Endless Space 2, based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected. We would definitely do it again...
Your first game should be simple they say. What does "simple" even mean?
Breaking down how the Splatoon series on how the encourage movement in their multiplayer. Making this the dominant strategy to win. All this has been done with Objectives, Mechanics, etc.
AR/VR investment records were broken last year as startups raised over $3 billion across 28 AR/VR categories (over $1.5 billion in Q4 2017). Plus Magic Leap revealed its product and took less than a fifth of all investment. Who knew that could happen?
Generic matchmaking systems on Steam/Playstation/Xbox make development easier, but limit how much control you have over matchmaking. This post discusses several approaches we tried in Awesomenauts and why we ultimately developed our own from scratch.
How to implement a minimalist library of container types in C.
Each week, Game Design Analyst Josh Bycer takes a closer look at a video game. This week, it's the monetization issues of South Park Phone Destroyer