This article is the third in a three-part series on prediction and using predictive metrics in the gaming industry.
Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided.
Learning stenography for text input and programming, mostly for ergonomic reasons. A weird but interesting journey!
In 2002, Humongous Entertainment was a company beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title that broke all of the rules: "Moonbase Commander" - the best game you never played.
Multiplayer survival games are insanely fun, but they seem to share very common issues which I'm hoping to digest in this article
Detailing and explaining all of the super-neat interactive exhibits dotted around Game Developers Conference 2015, from Indie MEGABOOTH through iam8bit and far beyond.
An interview with Tom Happ, creator of Axiom Verge, about the Metroidvania genre.
Game design rules are not universal, but that doesn't make them any less interesting. This post explores designers' tendency to create rules that govern game design, why that is problematic, and how game design rules can be used for good and not evil.
What I learned after years of talking with investors about video games and investing into game companies. A subjective, personal experience post.
Monster Hunter has been an enormous franchise in Japan, but never really found legs in the US. Thankfully, that didn't stop Capcom from publishing it here, and now with Monster Hunter 4 Ultimate, it looks like Capcom have gone all-in with Monster Hunter.