Loot Boxes. What they are, whether they constitute gambling and whether they should be regulated.
Taking a look at the most interesting design elements in games in 2017.
There seems to be a lot of confusion over what a game economy is, and what a game economist does. To help reduce confusion, Ramin Shokrizade creates some definitions as to what game economics is and isn't.
Examining Cogmind's traffic and rankings during Steam's biggest sale of the year, with additional focus on one day of being featured on the front page and its impact on exposure, wishlist activity, conversion rates, and revenue.
A Breakdown of the Social Content and Strategy I employed at the launch of Brut@l on PlayStation 4.
In this article, game designer Sande Chen relates advice to parents and developers alike on how parents find age-appropriate and educational apps for children.
Avoiding reliance on cooked/binary data for data-driven game elements and/or everyday workflow and using basic JSON files for data. And JSON is, of course, introduced by none other than Ethan Mars from Heavy Rain.
Ramin identifies the two core consumer needs in IM, and suggests that by meeting those needs directly we can improve product success and consumer health. He also shows us how.
Part two of a two part series.
A brief guide on material usage in Unreal Engine 4 along with best practices and links to our open-source assets.
Historian Bob Whitaker discusses the media coverage surrounding Call of Duty WWII, and considers problems related to public memory of famous historical events.