Here is Part 2 of the presentation that I gave at the recent GameSoundCon in LA a few weeks back. In this part I introduce the experiment I performed to compare the functionality of three of the most popular middleware solutions for adaptive music.
This article is a review of the map art of a successful Match-3 game: Block Star Party, from the angle of an art producer. And if you're preparing maps for your game, hope this article may give you a bit of light.
In this video, game writer Sande Chen goes on a brief journey on the history of storytelling.
For those of you who were not able to attend GameSoundCon in LA this year, I wanted to share my presentation on "The Technical Composer" with you. This is Part 1. I discuss The Technical Composer, and compare Elias, WWISE and FMOD for adaptive music.
NYU's Practice: Game Design in Detail conference is one of the best conferences in the world for those who really want a technical deep dive on understanding interactive systems. But this year's event seemed quick to reject opportunities for progress.
If you're unable to pay for user acquisition or direct advertising, how can you help ensure that you reach more players than those that have already downloaded your game?
Enter: Social Sharing!