So if you’ve gotten to this stage, congratulations! You have made fantastic progress in developing your skills, polishing your resume, earning your degree, and reaching the final boss. Now it’s time to really put your heart into perparing to land a job.
Continuing down the road of User Types for gamification, I wanted to go into a little more details about how you support the different types of user in your system. Looking at last weeks post about user types and the 4Keys2Fun, there were a few usable ide
Sound has always been an important component of videogames. But what happens when you turn that on its head and design a game where sound is the main driver of gameplay?
King recently decided to abandon in-game advertising. Why? Let's look at the situation and the different types of developers before asking specific questions around King.
Applied Virtual Economist Ramin Shokrizade introduces the concepts of "group monetization" and "persistent gaming collectives" in order to promote a new class of monetization models designed to maximize revenue capture in social multiplayer games.
In the last two weeks of announcements, the Xbox One has been hit hard in the eyes of the general consumer and today's post examines one of the major trouble areas Microsoft is having with it.
This is The Indie Story Week # 02 – An ongoing blog chronicling the development of Pawcho Saves the ABCs, a mobile game being developed by an independent Vancouver team that aims to teach young children how to write the alphabet.
Part 2 in a 10-part series about atmosphere in games - what it is, how to improve it, and how it breaks down into the various aspects of a game. By Matt Bentley, who's trying to understand this himself.
Building a Game Design Toolbox: What can we learn from the design of Bioshock Infinite? This blog is the second in a series looking at what we can learn from the experiences presented by various games, to provide us with tools to use in our own designs.