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Choosing A Project Management Tool For Game Development - by Meredith Hall

29 June 2018 - 6:57am
Choosing a project management tool for your game development process can be overwhelming - with a myriad of options, where do you start? I've collated some of the most popular tools for a quick overview so you can find the right option for you.
Categories: Game Theory & Design

How to Create Homing Missiles in game with Unity - by Vivek Tank

29 June 2018 - 6:57am
The main objective of this post is to give a brief introduction to Homing Missiles in Game (2D). A script for Homing missile is also included and explained in the article.
Categories: Game Theory & Design

Dead Body Falls: Shaping narrative through level design - by Gabriel Padinha

29 June 2018 - 6:57am
Dead Body Falls takes place in a fictional hotel, with a disturbing and lonely setting to pass the player the feeling of something's wrong and, in a deeply view, not real. How did we shape such narrative through level design to reach this feeling?
Categories: Game Theory & Design

10 Lessons from Making 100 Games in 5 Years - by James Cox

29 June 2018 - 4:30am
What can be gained from long-term rapid development - say, making 100 games in 5 years? Here, we’ll condense and sort that experience into 10 compact lessons.
Categories: Game Theory & Design

Using achievement stats to estimate sales on steam - by Tyler Glaiel

29 June 2018 - 2:01am
Recently a new method of estimating sales data for games on steam based on achievment stats showed up on the site barter.vg. I reverse engineered it then improved upon it, and here's how.
Categories: Game Theory & Design

Learning From Mistakes: The Moon Hunters Launch - by Tanya X. Short

29 June 2018 - 12:05am
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.
Categories: Game Theory & Design

Card Games: No Gain from Pain, Part 2 - by Nicholas Kinstler

28 June 2018 - 7:08am
It's possible to make design decisions that turn players away, but it's also possible to make art and writing decisions that cause similarly negative reactions.
Categories: Game Theory & Design

Recreating the Zelda VFX in Unity - by Gregory Silva

27 June 2018 - 11:38pm
Here I explain some of the techniques, animations and shaders I used to recreate some of the VFX from the game Zelda Breath of the Wild in Unity.
Categories: Game Theory & Design

Yes, You Do Need to Start Marketing Your Game Early - by Rachel Presser

27 June 2018 - 11:29pm
Do you think it's too early start marketing your game? Contrary to popular belief, it's never too early. Here's some misconceptions about game marketing and why you need an early start, and how to rethink attracting and retaining a fanbase.
Categories: Game Theory & Design

Keep Running | Procedural Level Generation in Sure Footing - by Tommy Thompson

27 June 2018 - 8:18am
Building scalable and flexible level generation isn't easy. So I started a research project and wound up launching a game on Steam.
Categories: Game Theory & Design

The Westworld Fallout. A Discussion on Work-for-hire. - by Zac Rich

27 June 2018 - 7:11am
I am going to discuss a recent lawsuit filed by Bethesda Softworks versus Behaviour Interactive regarding the new Westworld mobile game and Bethesda popular Fallout Shelter title & we are going to take a look at Work-for-hire agreements.
Categories: Game Theory & Design

Gods of War - by Steel Team

27 June 2018 - 7:11am
Some Notes on Artillery Shooters. Part 1
Categories: Game Theory & Design

3 platforms for creating games - by Bridget Rogers

27 June 2018 - 7:10am
Modern game at the development stage includes several components, on which the success of the game largely depends. This is the gameplay, design and graphics and, of course, the game engine. Today, game engines become complex technological platforms.
Categories: Game Theory & Design

Steel Hunters Dev Log: What Have I Done [Literally & Figuratively] - by Trent Polack

27 June 2018 - 7:10am
Mostly a development update on my indie game (Steel Hunters), some highlights, some budget low-low-low-low-lights (and publishing? maybe?), environment creation/iteration, gameplay this and that, MICROMORTS/Banana Equivalent Dose, and syyyystems design!
Categories: Game Theory & Design

Why all non cosmetic lootboxes are a inherently broken - by Nikolas Crisci

27 June 2018 - 7:09am
How do lootboxes impact my game, what items should be inside lootboxes and should I use them at all. These a just some of the questions I try to answer in this blog post.
Categories: Game Theory & Design

Dead Body Falls: Planning and Game Flow Architecture - by Tayana Cardoza

27 June 2018 - 7:01am
Dead Body Falls is a VR story driven game published recently by Black River Studios and this post describe how the game play architecture was developed.
Categories: Game Theory & Design

The surprising effect of Steam Sales on non-discounted games - by Thibaut Hanson

27 June 2018 - 7:01am
A look into how non-discounted games are influenced by store-wide Steam Sales.
Categories: Game Theory & Design

A brief history of murder in Ultima Online - by Raph Koster

26 June 2018 - 11:00pm
POSTMORTEMS is a new book of selected design essays by Raph Koster, covering a quarter-century of online game design from MUDs through major MMOs like Ultima Online and Star Wars Galaxies. Here is an exclusive excerpt.
Categories: Game Theory & Design

The Differences Between Video Game Marketing and PR - by Logan Williams

26 June 2018 - 7:21am
There are plenty of resources available when it comes to marketing and PR. However, there aren't many resources that draw a line in the sand between the two services, which can result in confusion. My goal for this post is to resolve this issue.
Categories: Game Theory & Design

Player Psychographics: Why Do We Play? - by Caleb Compton

26 June 2018 - 7:15am
People who love games are a very diverse group. They enjoy different types of games, and they play them for different reasons. This article looks at some of the common ways of categorizing different types of players to aid design.
Categories: Game Theory & Design

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