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November 30, 2020
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Category: Social/Online


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Posted by Josh Bycer on 11/20/20 10:38:00 am in Social/Online
Game design and videogame criticism is still not as important as one would think, but today's post looks at the role of looking critically at a game and why developers should embrace it.

Posted by Winifred Phillips on 11/17/20 01:35:00 pm in Social/Online
Part one of this two-part article series explores musical approaches to timed challenges in Call of Champions, Hades' Star and Sports Scramble. Includes video examples and in-depth discussion of strategies and contrasting techniques.

Posted by Om Tandon on 11/17/20 12:45:00 pm in Social/Online
This data driven analysis looks at newly emerging player needs, fuelling the appetite for narrative & storytelling. We analyse common trends & patterns emerging in modern day storytelling of blockbuster casual games.

Posted by Josh Bycer on 11/10/20 05:16:00 pm in Social/Online
We're taking another look at horror design in today's post, and how the genre should be embracing roguelike design, not jumpscares, if it wants to continue to grow.

Posted by Andreas Papathanasis on 11/08/20 12:54:00 pm in Social/Online
Our industry is obsessed with complexity, with brutal consequences in employee wellbeing and product quality. It's time to start talking about this unhealthy obsession.

Posted by Josh Bycer on 10/29/20 10:37:00 am in Social/Online
Mobile games have grown dramatically over the last decade, and with the latest success of Genshin Impact, it's time to talk about how mobile game design has change in terms of its market appeal.