Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
The “game” Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury has not gone mad; it has rewarded a title that illustrates a significant trend in game design.
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
A comparison of the main ways to reference objects: names and GUIDs.
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
A little story of a Game Designer who found what type of videos he should make on YouTube
A new coming multiplayer game which just released but can push itself to top 3 most-played multiplayer games, Apex legends.
Today we are going to analyze how Apex Legends become one of the most skyrocket games in a short time.
Knowing what career in life to follow is not easy for some. I found out a little later in life where I needed to be, how games shaped my early years and how game development is now calling me back.
Magic: The Gathering has been one of the most popular tabletop games in the world for over 25 years, but as any player can tell you it can be quite an expensive hobby. With some cards going for hundreds of dollars, how has Magic sustained this bubble?
There are three elements that make up the secret of discount mastery for indie studios: timing, medium, and promo. Your discount promotions aren’t working for you? Then you’re probably not balancing one or more of those elements properly.
Creating a game that is controlled by the player should be second nature. But giving them control of the story can be an entirely more complex matter to deal with. Here are the intricate ways in which branching story-telling is developed.
This blog post will introduce and explained 3 Biggest Trap in Online Game. These may sound common, but a lot of game studio fell for it. Let's make sure we understand them and find a good way to avoid and win against those problems.