The objective of this paper is to explain the mechanics of threat generation, the most commonly used technique in the mobile space for generating conversion.
Part Three. These are my memories... Growing up in a world with 3 TV channels and paper mail... My years writing some of the earliest 8-bit games (CRISIS MOUNTAIN, DINO EGGS, SHORT CIRCUIT)... And now reviving my best-selling game as DINO EGGS: REBIRTH.
Asymmetric forces, as we see in games like Starcraft, Magic: The Gathering or Street Fighter, are a dominant design pattern in games. In this article, I explain some of the pitfalls of this pattern, and suggest some guidelines for avoiding them.
As designers we like complexity in our games, but how much is too much?
VR + FPS + SprintR (Our input controller). This is about how a tiny team is trying to crack the control problem, and how we got here. It's harder than one can imagine to make something new, and even harder to convince people that it does what you claim.
In this article, game designer Sande Chen discusses the relationship of objects to storytelling.