In this podcast, writer and game designer Sande Chen, writer and designer C.J. Kershner, and game designer Ryon Levitt discuss the issue of games with mature themes.
While there is no doubt about the success of Pokemon GO in terms of installs and retention, how is the business model going to perform? Monetisation expert blogger Ramin Shokrizade goes under the hood (and does a lot of walking!) to find out.
This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together 15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.
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.
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.