This article offers some tips for managing an art team, to meet the goal of delivering good works within deadline, and within your budget.
Even a good game design may be doomed from the start: anyone launching in a competitive game category requires a strange attractor for user attention. Learn how to develop a good game concept using the principle of a strange attractor.
This crash course aims to provide a simple toolkit for anyone interested in introducing more realism to the armors of their game, and making them functional rather than just decorative.
With Kickstarter opening in both Germany and France during the month of May, I am doing an analysis of the projects from those countries to date.
Understanding what systems are and how to construct effective game systems are vital for game designers. Game systems are an important subset of systems overall, and systemic games give us a view of a flourishing part of game design.
"Bloodborne is user unfriendly", "Bloodborne proves your job isn't needed", "People like you are why games aren't hard like they used to be". As a Games User Researcher I have seen these comments many times. They are understandable but inaccurate.
This post emphasizes on how to create wonderful and attractive app icons that can attract more number of users.
Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more.
How to come up with an idea of your game's future name? When it's time to think about naming and ASO? What's the "three words magic" everyone is talking about?
It's one of the most controversial topics in game design, and it's all a big misunderstanding.
An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions.
A blog made by Chris Kjosmoen about my thoughts around loyalty + games.