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.
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and a surprising mega-roundup of 2018's best 'game jam' games.
An addendum to my "Designing a Production Process" series that describes how to further utilize your issue tracking database to support it.
Originally published on https://www.seattleindies.org/blog/2019/01/seattle-indies-spotlight-ty-taylor/ interview conducted and written by Anthony Ritchey http://anthonyritchey.com/
Check out the video interview: https://www.youtube.com/watch?v=KVgDIw-H
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after 3 disappointing iterations we finally started development on the 21st of November 2018.