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'm writing this as we're a few dollars away from the mythic 30% target that has been claimed to be a "tipping point" past which Kickstarter campaigns reach critical mass. It's Tuesday morning and we're presently at 29%.
Casual and real money games are completely different industries, each with its own business model, user behavior and marketing channels. In recent months we can each of them gazing out to the other side in hope of a greener grass.
Learn how a variant of Alternate Reality Games (ARG) can be designed. We could call it a Forensic Alternate Reality Game (FARG). We are currently applying this method at Zorean to develop the forensic adventure game Mark Lane's Logs: Project H.U.M.A.N..