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Historians discuss Total War: Three Kingdoms - by Bob Whitaker

1 July 2019 - 7:46am
Historians John Harney and Maggie Greene discuss Creative Assembly's latest Total War title, Three Kingdoms. Topics include the Three Kingdoms period, Confucianism, and Chinese literature and cultural history.
Categories: Game Theory & Design

The Big Question about Loot Boxes and Gambling - by Lucy Palmer

1 July 2019 - 7:46am
The core difference between loot boxes and "Kinde Eggs" should be a simple one but looking at the scientific case and UK's stance on the issue proves the controversial matter far more complicated than one would expect.
Categories: Game Theory & Design

Designing for short and long term fun - by James Kay

1 July 2019 - 7:45am
A simple design roadmap to ensure long-term enjoyment in Piczle Cross Adventures.
Categories: Game Theory & Design

Charting Through Pacing of Uncharted 2. Part 2 - Narrative Techniques - by Stanislav Costiuc

1 July 2019 - 7:35am
Uncharted 2 has some of the most exceptional pacing in action/adventure video games. Let's take a look at what that means and how the game achieves it.
Categories: Game Theory & Design

Run, Jump and Climb: Designing Fun Movement in Games - by Caleb Compton

1 July 2019 - 7:35am
Moving a character is so common in games that players and designers often take it for granted. However, while it can be tempting to use the default movement options in a game engine, designing great movement can make simply controlling a character fun
Categories: Game Theory & Design

A team lead's takeaway on a year long project. - by Nick Guilliams

28 June 2019 - 7:14am
Working in an unavoidable flat hierarchy in combination with a huge skill & motivation difference between team members from the perspective of a team lead.
Categories: Game Theory & Design

Video Game Deep Cuts: Valve's Index Vs. Super Mario's Bloodstained Invasion - by Simon Carless

28 June 2019 - 3:41am
This week's roundup includes a look at Nintendo's spritely Super Mario Maker 2, more impressions of IGA's much-awaited & Castlevania-ish Bloodstained, and a surprising new invasion in EVE Online.
Categories: Game Theory & Design

Video Games Marketing 101: Marketing Plan and Campaign [VIDEO] - by Michal Napora

27 June 2019 - 8:00am
To make something great, you have to plan it out first. And that same theory applies to marketing your game.
Categories: Game Theory & Design

LQA: What is Game Localization Testing And How To Do It Right - by Nahuel Gomez Aprile

27 June 2019 - 7:46am
How can you trust that your translated game is as cool as the original and the gamers enjoy it as if created in their own language - perhaps with all those witty puns and creative jokes? Here’s where LQA comes into play.
Categories: Game Theory & Design

Porting Graveyard Keeper to consoles and mobiles - by Svyatoslav Cherkasov

27 June 2019 - 7:40am
In this article I tried to summarize our experience in porting a PC game made in Unity for mobiles (iOS / Android) and consoles (XBox One / PS4 / Nintendo Switch).
Categories: Game Theory & Design

Deep Learning for Pattern Recognition in Movements of Game Entities - by Karel Lommaert

27 June 2019 - 7:35am
A look at how deep learning can be used to recognize patterns in the movements of players, with the goal in mind of creating more dynamic and adaptive AI agents.
Categories: Game Theory & Design

The Difficulty Dilemma Part 1 - by Caleb Compton

27 June 2019 - 7:19am
Difficulty in games is a topic that has gotten a lot of discussion in the last few months. Are modern games too easy, or is that just what players want? Should players be able to choose difficulty, or does that dilute the gaming experience?
Categories: Game Theory & Design

How Rare Automates Testing for AI (and More) in Sea of Thieves (Part 4 of 4) - by Tommy Thompson

26 June 2019 - 8:12am
How Rare playtest Sea of Thieves using automated testing, enabling over 100 internal deployments before public launch.
Categories: Game Theory & Design

Expanding Midgar – Simple Solutions for Satisfying Postgame Content - by Joshua Hallaran

26 June 2019 - 7:58am
Using Final Fantasy VII Remake as a framework for discussion, this post examines some of the ways developers can add value to their RPG beyond the core narrative! Consider simple ideas that can be applied when designing your own endgame/postgame content.
Categories: Game Theory & Design

Deep Management #1: Decision Making and the Seven Principles - by John Bible

26 June 2019 - 7:39am
Why do we make strange decisions? And how can we make better ones? In this blog, we'll explore how to critique our decision-making culture in games. This entry starts with seven key principles.
Categories: Game Theory & Design

Prevent broken games with computer play testing - part4 - by Sascha de Waal

25 June 2019 - 7:29am
In the last part of this series, I would like to give some tips and tricks that might help you. If there is anything you learned, discovered,s or something you would like to share, please contact me so I can add it and we all can learn from it.
Categories: Game Theory & Design

Data Driven UI/UX for a successful game - by Jawanna Sawalha

25 June 2019 - 7:27am
What do you really know about data driven UI/UX? As the vast majority of consumers would tell you, design is a huge part of any app rankings. And when talking about design, people don’t just mean the aesthetically pleasing shapes and colors.
Categories: Game Theory & Design

Charting Through Pacing of Uncharted 2. Part 1 - Pacing Principles - by Stanislav Costiuc

25 June 2019 - 7:24am
Uncharted 2 has some of the most exceptional pacing in action/adventure video games. Let's take a look at what that means and how the game achieves it.
Categories: Game Theory & Design

The Difficulty Dilemma Part 2 - by Caleb Compton

24 June 2019 - 7:59am
Last week I looked at whether modern games were too easy, and some of the considerations designers should keep in mind regarding adding difficulty options. This week I am going to look at different ways to add difficulty to your game, and some to avoid.
Categories: Game Theory & Design

Implementing SEO in Video Games - by Ashley Kreuer

24 June 2019 - 7:40am
So we all know Google and other search engines use a variety of optimization techniques. How does that apply to video games? Well the classic example is the shortest path problem. You want your AI whether it be enemies or NPC’s to take the shortest path
Categories: Game Theory & Design

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