The idea of "wish fulfilment" frequently arises in game design, but what does it mean? where did the idea come from?
While there is no doubt about the success of Pokemon GO in terms of installs and retention, how is the business model going to perform? Monetisation expert blogger Ramin Shokrizade goes under the hood (and does a lot of walking!) to find out.
Romance subplots are tough to write even in traditional media. What special challenges do writers face bringing them into the interactive sphere? In this post, we look specifically at romances in non-branching games and how best to deploy them.
Web and App development UX is about removing friction, games UX is about meaningful friction. Pokémon GO's confusing UX/UI is applying meaningful friction and is feeding into the dense social experience of the game. Here's why.
This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together 15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.
Let's examine how cutting features from a game can help make a better experience.
Covers theory, principles and practical techniques to help your testing efforts.
Create the most satisfying challenge level in your game by creating well tuned curves and nesting them withing one-another.
Pokemon Go is about to surpass Twitter in the number of daily active users.
An essay about the market's lust for certainty, the mad things we do in pursuit of it and the ways of thinking that separate business folk from creatives.
I have really admired the tremendous community support that Unity enjoys, which reflects in the huge number of plugins available for the Game Engine. Here, I summarise my thoughts on the plugins I am using in my game.
After working for some big and small video game developer studios for quite a while, I decided the time has come to try and create a game alone. And here is what I've got so far.