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Blogs

Brice Morrison's Expert Blogs

How IBM’s Watson May Be Game Design’s Holy Grail  Featured Blogs
Posted by Brice Morrison on Tue, 22 Feb 2011 08:17:00 EST in Design
Watson promises some incredible new frontiers in computing. And while it will be years before he is available to consumers, he may reveal the key to what many consider game design's Holy Grail.
Read More... | 8 Comments

A Necessary Evil: Grinding in Games
Posted by Brice Morrison on Fri, 11 Feb 2011 07:28:00 EST in Design
A definition of grinding, when it's abused, and when it can be used properly to extend gameplay.
Read More... | 3 Comments

A Classic RPG in Flash: Easier Said Than Done  Featured Blogs
Posted by Brice Morrison on Thu, 10 Feb 2011 03:24:00 EST in Design
How one developer successfully translated a classic genre to an unlikely platform.
Read More... | 6 Comments

Organize Your Thoughts Like a Pro Designer  Featured Blogs
Posted by Brice Morrison on Wed, 09 Feb 2011 03:19:00 EST in Design
One pro designer's strategies for capturing and developing design ideas.
Read More... | 10 Comments

Game Design for Physical Pain Reduction: SnowWorld  Featured Blogs
Posted by Brice Morrison on Tue, 08 Feb 2011 03:16:00 EST in Design
New research shows games can be used to reduce physical pain in patients (If designed correctly).
Read More... | 3 Comments

Increasing Player Retention with Daily Bonuses
Posted by Brice Morrison on Thu, 03 Feb 2011 05:00:00 EST in Design
Giving a daily bonus can be a great way to keep players coming back and raising DAU. We look at techniques from two popular Facebook games.
Read More... | 2 Comments

How IGF Finalist Trauma Evokes Atmosphere  Featured Blogs
Posted by Brice Morrison on Wed, 02 Feb 2011 05:00:00 EST in Design
IGF Finalist Trauma does the impossible: creating a realistic atmosphere in a Flash game. A look at how the title does it, and how its techniques can be applied to other titles.
Read More... | 0 Comments

Keeping Players Awake With Humor and Narrative  Featured Blogs
Posted by Brice Morrison on Tue, 01 Feb 2011 02:00:00 EST in Design
Puzzles are a feast for the mind, but have the risk of boring the player. By looking at Portal we analyze how the Valve team kept players interest high while asking them to stare at a puzzle for minutes on end.
Read More... | 2 Comments

What Makes a Mobile Blockbuster? Designs in Top iPhone Apps  Featured Blogs
Posted by Brice Morrison on Mon, 31 Jan 2011 02:18:00 EST in Design
The Apple App store passes its 10 billionth download, and the few games who have sold millions have a lot in common. What are the key elements of a blockbuster mobile design?
Read More... | 7 Comments

Game Design Terms: Grokking
Posted by Brice Morrison on Thu, 27 Jan 2011 07:00:00 EST in Design
Grokking is a term not often heard outside the industry but very useful within. This article discusses how players grokking game designs is something to be aware of and how it affects level design.
Read More... | 3 Comments

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