Nathan Lovato's Blog
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Posted by
Nathan Lovato
on Thu, 17 Sep 2015 02:04:00 EDT
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We have a strong tendency to judge a book by its cover. It takes but a split-second for our opinion of a visual design to be tinted. Positively or negatively. Here are 3 paths you can explore to improve your game's graphics and its appeal.
Posted by
Nathan Lovato
on Fri, 14 Aug 2015 01:58:00 EDT
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Good learning resources are hard to find. Especially if you’re seeking free content. Here is a list of 21 websites which provide free resources, each dedicated to a specific aspect of game creation.
Posted by
Nathan Lovato
on Mon, 15 Jun 2015 05:44:00 EDT
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At the start of a project, everything has yet to be done. There are loads of time consuming tasks at hand. As a game designer, our job involves a lot writing. Here are 11 tips to speed up your design job during pre-production!
Posted by
Nathan Lovato
on Thu, 28 May 2015 02:00:00 EDT
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There are a few ways we can go about improving our understanding of game design. We can read books, articles, watch talks… We can also analyze games! In this article, I want to explore with you my analysis process, for learning purposes as a creator.
Posted by
Nathan Lovato
on Wed, 13 May 2015 01:39:00 EDT
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As independent game designers, we want to focus on game creation. Sales and marketing related domains often feel foreign to us. Yet, to make a living, we do have to think as a company sometimes. That is when Key Performance Indicators come in.
Posted by
Nathan Lovato
on Wed, 15 Apr 2015 02:28:00 EDT
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As you know, habits are mechanical. A player who gets used to playing your game well will most likely keep coming back to it. It is that simple. And that’s why habit formation, the process of creating habits, is the key to long term retention.
Nathan Lovato's Comments
Comment In:
[Blog - 09/17/2015 - 02:04]
That 's exactly that. Art ...
That 's exactly that. Art direction comes first in a project. A/B tests are mostly ran on small details. What if I change the position of this button on the screen The asset for this icon You 're tweaking one parameter, and looking at how it affects the players. r ...
Comment In:
[Blog - 08/14/2015 - 01:58]
Comment In:
[Blog - 06/15/2015 - 05:44]
Well, there isn 't much ...
Well, there isn 't much to it beyond: r n1. Prepare your todolist at the end of each day for the next day r n2. Separate concept/design work from production. More on that below. r n3. Tackle your concept work in a go or 2, when you are fresh. Not ...
Comment In:
[Blog - 04/15/2015 - 02:28]
For multiplayer games in general ...
For multiplayer games in general - if you 're playing to a good game with somebody, chances are you 'll get to play more. Think about versus fighting games. r nLet us put it in another way: playing together feels great Although social interactions auto sharing your score, making you ...
Comment In:
[Blog - 04/01/2015 - 03:04]
Comment In:
[Blog - 03/25/2015 - 01:12]
Your article goes the overall ...
Your article goes the overall direction of constant attention grabbing . r n r nSorry if it sounds like that, but that is not the idea at all. I took Rogue Legacy, but games with sober intros like Xenoblade as my main examples of solid title screens... they feel alive, ...