Chinese Finger Traps: The Four Most Common Failures When Entering the Chinese Mobile Gaming Market  |
| Posted by Chris Shen on 02/08/12 02:15:00 pm
in
Game Design,
Smartphone/Tablet
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| China is poised to be next big mobile frontier. It's 900-million mobile users make it a desirable region for mobile game developers looking to make a profit overseas. Here's four common mistakes Western mobile developers make when taking a game to China. |  |
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Game Usability Testing for Indies: It’s Easier than you Might Think! (Part 1)  |
| Posted by Maria Sifnioti on 02/08/12 11:00:00 am
in
Game Design,
Production,
Indie,
Smartphone/Tablet
|
| Tips in doing usability sessions for your mobile game, from our indie studio. This is Part 1 in "Games Usability for Indies" and deals with hardware and software equipment. We give examples from A Clockwork Brain, our most recent game for iOS. |  |
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What are the top ten features for mobile games?  |
| Posted by Guy Redwood on 02/08/12 04:37:00 am
in
Game Design,
Smartphone/Tablet
|
| In just over 10 years mobile gaming has gone from Snake II on a Nokia 3310 to a multi-billion dollar industry, but what makes a handset or tablet-based game great? What problems can hinder the experience? Usability experts SimpleUsability found out. |  |
| Read More... | 2 Comments |
A World Without Reckoning  |
| Posted by Eric Schwarz on 02/08/12 01:41:00 am
in
Game Design,
Console/PC
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| Kingdoms of Amalur provides players with a huge world to explore, but its sheer scale comes at a cost to the quality of the experience. |  |
| Read More... | 5 Comments |
| Lean Games |
| Posted by Rob Lockhart on 02/08/12 01:30:00 am
in
Game Design
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| An essay on how lean principles might be applied to a particular style of game design and development. |  |
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The Gamer's Paradox: The Journey and the Destination  |
| Posted by Craig Ellsworth on 02/07/12 06:32:00 am
in
Game Design
|
| Our culture often teaches us that games are meant to be won, and the enjoyment in the moment is incidental. If we want games to rise as an art form, we need to reverse that. |  |
| Read More... | 12 Comments |
Understanding Bad Habits in Game Design  |
| Posted by Jorge Diaz on 02/06/12 09:48:00 pm
in
Game Design
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| Bad habits are a part of every day life and are developed subconsciously as a result of routine actions. One day I sought out to understand the types of bad habits that are specific to game design. Enlisting the help of my peers this is what I arrived at. |  |
| Read More... | 11 Comments |
| Pick Your (Player’s) Poison |
| Posted by Ben Sullivan on 02/06/12 07:04:00 pm
in
Game Design,
Console/PC
|
| How to handle player failure in games is a topic often written about, and even more often debated at great length. |  |
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| Eradicate Week 16: Game Map/UI Progression |
| Posted by Greg Holsclaw on 02/06/12 03:53:00 pm
|
| Sometimes seeing the progression of the game via snapshots speaks volumes. Here are seven gameplay screenshots spanning the last four months of development (prototype to near final design) on our Eradicate project at Skejo Studios (www.skejo.com). |  |
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Make Your Game Easy To Buy: Lessons from Garage Inc. and KULA BLOX  |
| Posted by Wojtek Kawczynski on 02/06/12 02:50:00 pm
in
Business,
Smartphone/Tablet
|
| I share some insights about making iOS games easy to sell (or more accurately, not making them hard to sell as we've unintentionally done with one of our games). |  |
| Read More... | 1 Comment |