On April 9, the appeals court granted Southpeak a perpetual license in Section 8. What is the background, what does the court mean by a perpetual license, and are there any lessons for developers?
Following a theme here, after speaking about gamification and how it can be used to change the way we consider career paths, here is my original inspiration. Mario!
Improving game design and marketing requires more clearly understanding consumer segmentation. All too often we in gaming rely on simplistic and regularly-changing definitions and understandings in order to direct our work. Let's get detailed!
There are a lot of techniques that mainstream RPGs commonly overlook for making turn-based combat clear, elegant, and tactically interesting; here, we discuss 12 of them.
The intent of this blog post is to state how IGDA as an organization will conduct its participation in industry events from this point forward. Following are the ground rules – whether at GDC, E3 or any other conference:
Going Agile - The 7 Simple Stages of Why and How to Get it Done and why traditional big budget game development methodologies such as Waterfall have to change.
What follows is an exploration of what happens when you start to map player journeys in games onto Flow theory and then try to bring that into the workplace. Just for fun!
A fair few of my recent posts have revolved around how we can use ideas from games / gamification to improve certain aspects of an employee’s “journey” through their career. I thought it may be time to pull it all together in a single coherent (I hope) po
To anyone involved in game design, feedback loops will be a well known concept. To those in gamification, they are often talked about, but not everyone will know what they actually are and how they can be used.