Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.
A look at the best practices for loot drop systems.
There is a wealth of research showing that video games can have innovative educational and therapeutic uses, as well as many studies showing that playing video games can increase reaction times and increase hand-eye co-ordination. Find out more.
This is an excerpt of Ramin Shokrizade's recent talk at the Captivate Conference where he proposes that an increased knowledge of how games affect us physiologically, when combined with virtual economics, will change our games and industry forever.
SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well!
I attended the 2014 Practice: Game Design in Detail conference at NYU this past weekend. Here I give my thoughts on this year's conference, as well as thoughts on the conference generally.