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Posted by Kevin Ryan on 03/31/15 02:49:00 pm in Design, Programming, Console/PC, Indie
A discussion of how reading Nate Silver's "The Signal and the Noise" reminded me of several challenges I had in implementing physics for Contraption Maker.

What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended.

Posted by Junxue Li on 03/31/15 02:49:00 pm in Design, Art, Social/Online, Smartphone/Tablet
This article has detailed steps about how we recruit artists for our team.

Posted by Rob Lockhart on 03/31/15 02:49:00 pm in Design, Console/PC, Indie, Smartphone/Tablet
When creating proper names for fictional people, places and things in a game (or other creative endeavor), there are some tricks you can use to help your players keep them distinct and organized in their minds.

Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).

Posted by Kevin Geisler on 03/30/15 01:30:00 pm in Programming, Console/PC, Indie
Technical lessons learned from the creation and release of Octodad: Dadliest Catch.

Posted by Trevor Stricker on 03/31/15 05:29:00 pm in Design, Console/PC, Indie, Smartphone/Tablet
Jungle Rumble is a rhythm game where players use a rhythmic-grammar control scheme. What does that mean? And how is this different from a follow-the-script rhythm game?

Posted by Rennie Allen on 03/31/15 02:49:00 pm in Business/Marketing, Serious, Smartphone/Tablet
Many mobile gaming developers have not yet fully begun to understand the ramifications on long-term revenue loss that hacking is costing them today. Developers need to realize that their piece of the pie is at risk from day one.

Posted by Jose Maria Martinez on 03/31/15 02:49:00 pm in Design, Indie, Social/Online
This post shows some tips on how to make your HTML5 free-to-play games attractive so you can monetize them via ads, the purchase of virtual goods or any other way. For example, the first tip is about making short game loops.

Posted by Ievgen Leonov on 03/31/15 02:49:00 pm in Smartphone/Tablet
Gamification is a buzz word these days. In terms of mobile apps, bringing game elements into a non-gaming context can be the best strategy to bring fun, increase user engagement, generate more traffic, and improve monetization.

Posted by Dave Toulouse on 03/31/15 02:49:00 pm in Business/Marketing, Indie
Awareness is the most difficult challenge indie devs have to face but even when your game is not hugely popular Steam can make an interesting difference through weeklong deals.

Engagement Study about mobile game Raids of Glory. In this post, you will learn some ways to engage and monetize your audience and improve your game design for better gaming experience.