Currently there is no way to miss Pokemon Go. In its short lifetime, the game is breaking records left and right like being the biggest mobile game in the US ever or attracting more users than services like Twitter or Tinder.
Why does Pokémon Go need propping-up from the hundreds of how-to guides that have popped up this week? This article highlights how Niantic have broken or ignored principles for designing a learnable game.
In this article, game designer Sande Chen describes what happens when players have a supercomputer for a mentor and what this development means for games in the future.
This post is about a language I created for the game ChronoBlade, with some things about worldbuilding and game narrative thrown in.
If you thought video games were about passion, you've never made a tabletop game.
The wildfire success of Pokemon Go may be a good argument for thinking about game systems as a language, not just an architecture for play.
The game industry has given us benchmark metrics (ARPPU, conversion rates, etc.) that aren't very useful to developers. Monetization expert Bill Grosso explains why, and calls on the industry to embrace metrics that are more effective for growth & revenue
In this post I examine how Assassin's Creed: Brotherhood creates a wholesome, engaging experience for the player.
Part 2 of a 3 part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.
Machinarium has sold 4 million copes. Infographic included.