Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands.
Create your game company with confidence. Mobile gaming may become the most profitable sector of the gaming industry within the next year. Are you ready?
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.
Why do the Top Grossing games on mobile shy away from gameplay that rewards player skill? A discussion about the use of skill in free-to-play mobile games, and how games like Candy Crush Saga control skill for the benefit of long-term retention.
I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it.
The basic reason your game company needs a marketing plan? Without a marketing plan, your game(s) will only reach a fraction of your target audience. Learn more.
Introduction to our Spanish scene devoted podcast and website GameCrimes, and a brief reasoning about why we're doing it.
This postmortem covers what went right, wrong and what we learned while developing Spellblade. a student game project at SMU`s Guildhall.
Quick start guide for anyone brand new to game development who wants to become a part of it.
The Musical Box features 30 articles focusing on game music production and implementation. Edition #29: Super Mario Galaxy
The Musical Box features 30 articles focusing on game music production and implementation. Edition #30: Mass Effect 3
I've tried to recreate inFamous Second Son effect (spawning particles at object vertices) in Unity3d that could be used also on mobile devices.