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January 18, 2019
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Posted by Jason Bakker on 01/17/19 09:58:00 am in Design, Indie
Having played Return of the Obra Dinn recently, I was inspired to write about historical settings, exploring themes, co-linear storytelling, and ships - all within the context of the Obra Dinn.

Why and How to create Hi-fidelity game UX prototypes that rival finished game's feel to gather qualitative user data or pitch a new idea, way early in pre-production.

Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Stanislav Costiuc on 01/16/19 09:03:00 am in Design, Indie, Smartphone/Tablet
Let's take a look at what makes Threes! such a good little puzzle game.

Posted by Thomas Grip on 01/15/19 10:39:00 am in Design, Console/PC
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.

Posted by Niklas Gray on 01/15/19 10:33:00 am in Programming
A description of how we do UI localization in The Machinery.