Our new project Eco puts a fragile world in the hands of a group of players, who must build a civilization without destroying it in the process.
Throughout my time in production it's been the fundamentals that have kept me sane, improved my output or taken me off the wrong path onto the right one. In this post I share what I believe production fundamentals are.
In this series of posts, I would evaluate the characteristics of maps of a few popular games: Bubble Witch Saga 2, Jelly Splash, etc, from the point view of an art producer. This is part 2.
"They're just entertainment." "It's not our problem." "No, they don't." "Do you want games to be censored?" Lots of developers don't want to talk about if and how games affect people! But let's do it anyway.
After publishing more than 30 games aimed at the female audience, CrowdStar decided to "unlearn" everything they knew and redefine what a game could be. Here they share 5 'rules to break' when designing and publishing games.
On the talks of IRDC US 2015.