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Cheaters are poisoning your mobile game’s community. Here’s what you can do. - by Sean Webster

11 April 2018 - 6:51am
While cheaters may be few and far between, they have the ability to poison your game’s community and disrupt the in-game economy and app monetization. Here are some simple steps to prevent cheating from turning your mobile game community toxic.
Categories: Game Theory & Design

What Are The Best Programming Languages For Game Design? - by Connor Addis

11 April 2018 - 6:51am
In the digital era, video games have become the bread and butter, especially for the youthful population. If you are planning to become a game developer or designer, you will need to learn some of the finest programming languages.
Categories: Game Theory & Design

How do you approach writing romance in games? - by Greg Buchanan

11 April 2018 - 6:46am
An interview on writing romance, featuring Samantha Wallschlaeger (Guild Wars 2, Mass Effect: Andromeda, SWTOR), Ben Gelinas (Speed Dating For Ghosts, Dragon Age, Mass Effect), Ed Sibley (miniLAW, Love Island), & Jared Rosen (The Tingler, Dream Daddy).
Categories: Game Theory & Design

21 Million Downloads in 2 Months - by Avraham Sibon

10 April 2018 - 6:42am
The game was released on December 12 for IOS and already, just 4 days later, it reached 350,000 downloads daily. On December 31st, the game had already surged to an unprecedented 500,000 downloads per day and continued in this way to today. Let's see why?
Categories: Game Theory & Design

Going Rogue-like: When to use Procedurally Generated Environments in Games - by Caleb Compton

10 April 2018 - 6:41am
Procedurally generated elements and environments in games can be used to greatly expand the amount of content in a game. However, they can also produce repetitive gameplay and boring worlds. In this article, I look at when to use this technique in games.
Categories: Game Theory & Design

Real Costs of GameDev for SmallPubs & IndieDevs - by Randy Angle

10 April 2018 - 6:41am
Regular game features are easier to estimate compared to features that use SDKs, APIs, libraries, and Distribution Compliance that are outside of your own control. Looks the problems plaguing GameDev costs for the IndieDevs & SmallPubs.
Categories: Game Theory & Design

Self-promotion adventures of an INDIE DEV - by Pascal Bestebroer

10 April 2018 - 1:40am
Every year I set myself a business challenge, for this year (2018) the challenge is: cut out the dependance on other influencers (streamers/youtubers) and (game)press to talk about my game by becoming my own influencer.. of
Categories: Game Theory & Design

Collaborating on an indie sensation - Cuphead - by Pierre-Olivier Mace

10 April 2018 - 1:39am
This postmortem is about the contribution we, at iLLOGIKA studios, gave to the highly-anticipated indie title, Cuphead from Studio MDHR.
Categories: Game Theory & Design

Early Access without Steam? - by Martin Nerurkar

10 April 2018 - 1:38am
Looking at 6 months of early access sales on itch.io for Nowhere Prophet. All the numbers and graphs you could want.
Categories: Game Theory & Design

How to Create A Terminal System in UE4 - by Sertac Ogan

9 April 2018 - 6:31am
We are trying to explain with this article how terminal and puzzle systems, which are the “Core Mechanic” that we used within the TARTARUS game, work.
Categories: Game Theory & Design

The Terrible Twos – The Second Anniversary of Meeple Like Us - by Michael Heron

9 April 2018 - 6:30am
We've been investigation the landscape of accessibility in Tabletop gaming for two years now. Here's how it's been going.
Categories: Game Theory & Design

Your Indie Game Will Fail - by Rasmus Rasmussen

9 April 2018 - 6:30am
Three questions new indies must be able to answer, if they have any hope of making a profit off their game. Includes link to helpful tool, and thoughts on alternate rewards.
Categories: Game Theory & Design

A History of Game Analytics Platforms - by Ben Weber

9 April 2018 - 6:29am
The evolution of game analytics from development telemetry to big data.
Categories: Game Theory & Design

Economy as Gameplay - by John Krajewski

9 April 2018 - 6:29am
How the creation and growth of an economy as a tool for achieving your goals forms the backbone of multiplayer gameplay in Eco.
Categories: Game Theory & Design

Video Game Deep Cuts: A WiLD eSports Mario Approaches - by Simon Carless

7 April 2018 - 6:02am
This week's highlights include the current fate of Michel Ancel's WiLD, a 'state of eSports' profile, Super Mario RPG archival interview goodness, & much more.
Categories: Game Theory & Design

Seek & Destroy: How breaking builds stronger products - by Keegan Dillman

6 April 2018 - 8:44am
A QA perspective on why you should let someone rip into your product.
Categories: Game Theory & Design

[DevLog] Rotten Escape - Part 2 - by Thiago Oliveira

6 April 2018 - 5:58am
Some advancements on game-play and starting work on lobby menus.
Categories: Game Theory & Design

Now Is the Time to Localize Your Game for Brazil - by Damien Yoccoz

5 April 2018 - 7:24am
In 2017, Brazil became the world’s 13th biggest gaming market. Localization is the 4th most important criteria for the 66 million gamers in the country.
Categories: Game Theory & Design

Game Against the Machine - by Jasper Schellekens

5 April 2018 - 7:23am
Artificial Intelligence is being trained to make weapons and predict the outcome of battles. But fear not, there is no nefarious purpose behind this work at The Institute of Digital Games; the research intends to make games more balanced and enjoyable.
Categories: Game Theory & Design

Flufftopia Postmortem: An Itch.io game by the numbers - by Daniel da Silva

5 April 2018 - 7:21am
This is a Postmortem for Flufftopia, a small, free game we released on Itch.io about a month ago and got very lucky with.
Categories: Game Theory & Design

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