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February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [2]
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Latest Features
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [18]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
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Features
 

Tony Ventrice

Tony Ventrice started out designing games for phones with 128x128 screen resolution. He followed mobile through to the iPhone era (I Am T-Pain) and made the transition to social-games pre-FarmVille, working at both Zynga (Poker) and Playdom (Mobsters 2 / Deep Realms). He sees the next expansion of the industry in bringing games into everyday life and joined Badgeville in early 2011 to help lead that evolution.


Features by Tony Ventrice:
Gamification Dynamics: Choice and Competition [12.14.11]
Gamification Dynamics: Growth And Emotion [11.16.11]
Gamification: Framing The Discussion [11.02.11]
Evolving the Social Game: Finding Casual by Defining Hardcore [09.21.10]
Building the Foundation of a Social Future [12.08.09]
The Four Perspectives of Game Design: Insight from the Mobile Fringe [05.26.09]
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