So if you’ve gotten to this stage, congratulations! You have made fantastic progress in developing your skills, polishing your resume, earning your degree, and reaching the final boss. Now it’s time to really put your heart into perparing to land a job.
Continuing down the road of User Types for gamification, I wanted to go into a little more details about how you support the different types of user in your system. Looking at last weeks post about user types and the 4Keys2Fun, there were a few usable ide
Sound has always been an important component of videogames. But what happens when you turn that on its head and design a game where sound is the main driver of gameplay?
King recently decided to abandon in-game advertising. Why? Let's look at the situation and the different types of developers before asking specific questions around King.
Applied Virtual Economist Ramin Shokrizade introduces the concepts of "group monetization" and "persistent gaming collectives" in order to promote a new class of monetization models designed to maximize revenue capture in social multiplayer games.
It’s important for developers to know that the same type of feeling you get in console games is possible for most of today’s mobile devices. Today there are free, compelling, tactile effects to really satisfy a gamer’s senses.
Gamification is a design experience to happiness, fun and motivation.
Designing a system is the hardest, funniest and most important part of the process, but... how do we start? This is a new design framework based on stories, mechanics and aesthetics.
This is The Indie Story Week # 02 – An ongoing blog chronicling the development of Pawcho Saves the ABCs, a mobile game being developed by an independent Vancouver team that aims to teach young children how to write the alphabet.
Part 2 in a 10-part series about atmosphere in games - what it is, how to improve it, and how it breaks down into the various aspects of a game. By Matt Bentley, who's trying to understand this himself.