This article is the second in a three-part series on user acquisition.
A write-up of the notes from my GDC design talk, in which I call for more games with social simulation. By looking at existing games, I ask: rather than aspiring towards fully-formed 'believable' characters, what else can games say about people, and how?
A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now.
A women-in-games program runner shares tips and their systems engineering philosophy towards culture at large.
This is Rebekah Saltsman's 5 minute talk on Indie Momhood at the 2015 Soapbox at the IGS at the Game Developers Conference in San Francisco. The following posting is the transcript of that talk along with slides. Live version available soon on The Vault.
Google's recent support for age ratings certificates on Google Play highlights just how painful getting those same ratings for indie developers on console can be. Here's a primer on how to navigate getting your game rated for mobile and for console.
This post analyzes the much hyped, self characterized "anti-monetizer" of a game, Vainglory and identifies 5 ways it could optimize its game monetization without sacrificing respect for their community.
In this article I will discuss what types of testing I think should be done by a Scrum Team, and what types could be done by someone outside of the team.
In multiplayer-only games, growing your player base too quickly can have serious negative repercussions. This came as a surprise to us, and we thought we'd share our experience and thinking around this.
Fans of game music aren't a niche. They're as mainstream as it gets. And MAGFest is their mecca. Read on to hear a smidgen of what it's all about.