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.
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.
Her Story’s excellent approach to narrative gives a new take on the player’s role in revealing the story. Here, Steve Ince looks at these ideas and the question of whose story it actually is.
Novelists can't get data on how long it takes someone to read a given chapter or whether anyone finishes their books. You can do much better than that. Shore up your game narrative with the magic of data!