We started making games for brands because we were tired of seeing poorly made advergames that were ineffective for the companies they were made for, and offered no real value to the people that played them.
For more info check out: www.plinq.co
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Jonathan Bailey
on Wed, 12 Sep 2018 12:30:00 EDT
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In this article, I break down 5 reasons why people play video games.
Posted by
Jonathan Bailey
on Thu, 07 May 2015 02:30:00 EDT
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Several weeks ago we began building a word game tool. We played and analyzed many word games to deconstruct their mechanics. In this article we share our findings.
Posted by
Jonathan Bailey
on Fri, 27 Feb 2015 03:08:00 EST
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Several weeks ago we began building a match game tool. We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings.
Posted by
Jonathan Bailey
on Fri, 04 Jul 2014 04:17:00 EDT
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Gamelogic is a year old! This seems like an appropriate time for a bit of reflection and to share some personal insight into getting our game development tool business off the ground.
Posted by
Jonathan Bailey
on Fri, 06 Dec 2013 03:11:00 EST
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In November 2013 we made a game a day with our Grids plugin for Unity Game Engine. Not only did we want to experiment with rapid prototyping, we also wanted to prove that Grids helps people to make game fast. Here is how we did it.
Comment In:
[Blog - 05/07/2015 - 02:30]
Thanks for the feedback Benjamin. ...
Thanks for the feedback Benjamin. Phrazzle is indeed a cool game. Like @Steven Stadnicki accurately pointed out it doesn t fall within the constraints that we set, but if we were to broaden our scope to include games like Phrazzle, it would open the door to a lot of cool ...
Comment In:
[Blog - 02/27/2015 - 03:08]
Thanks Christopher, I 've added ...
Thanks Christopher, I 've added it to our update section at the bottom of the article. Later we 'll integrate all the addtions into the scheme. r n r nIt 's a cool mechanic we actually saw something similar in Brainsquare https://www.youtube.com/watch v eu5bAQ50yuY , but it didn 't fall ...
Comment In:
[Blog - 12/06/2013 - 03:11]
Thanks very much @SleeveSmith and ...
Thanks very much @SleeveSmith and @MattBoudreaux r n r
[email protected], we have had about 2500 plays with the number of plays varying considerably between games. The most played game has been played about 500 times, but some games only got a handful of plays. Earlier released games tend to have ...