Lootbox design has often been equated to randomized progression seen in ARPGs, but today's post will dispel that myth and how random and randomized progression aren't the same for the player.
Today I'm starting a new series of short posts about neat C# features that many Unity game developers are missing on. In this post, you will learn about the improved Unity C# out Parameters feature that is available since C# 7.0.
Luciano Iurino from Spanish dev The Troglobytes, who have Hyperparasite, their “relentless twin-stick shooter/roguelite set in the roaring ‘80s”, discussed the positive effects of having their game in the new Steam Game Festival.
Trying to nail down the sometimes slippery concept of LiveOps and define what exactly it means and how it's done.
There is a single thing that has killed the GPU performance of thousands of mobile games: the famous Unity Overdraw. Do you know what overdraw is and what is doing to you?
Don't let overdraw ruin your game...
Prepare for it.
This article is a bout the Chinese Apps and how they make life and work in China easy.
This article introduces the Three Levels of Culturalisation model to demonstrate why knowing your global players and their context is critical to the success of games studios.
You probably met a few of these yourself. Celebrating April's Fools with this list of 15 types of game developers/coworkers we all know.
The third part in the ongoing "Evolution of Pokemon Design" series, this one looking at Generation 3. It examines design themes, trends and motifs among these Pokemon to see how they have changed from previous generations.
A model for designers and writers in developing stories for games. And how to differentiate traditional storytelling compared to games.
Dark Souls, FFIX, and Self-Determination Theory walk into a bar.
Some ideas for A/B testing in games, about deteriorating tests, A/A and A/A/B tests in games.