This post highlights a number of common traps that many QA Automation strategies fall into. Based on years of experience at BioWare, they are identified and explained along with tips on avoiding them and achieving real success with automation.
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.
I have a chat with Arvind Raja Yadav about his beginnings in the game industry and his journey to a successful Kickstarter for Unrest - an unconventional RPG set in ancient India.
the text explains a model of a gamer typology usable for further AI programming. The basic idea is that one can only understand a gamer psychology when you are delaing with his inner conflicts.
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.