The Fear of Missing Out, or "FOMO", is one of the most effective monetization strategies, but in this post, I want to talk about how it causes problems for consumers and developers.
After trying out the Samsung Galaxy Z Fold 3 for over a week, I share my experience of playing five popular games (of different genres), as well as my thoughts on challenges and opportunities this form factor brings to mobile gaming.
In-depth gameplay analysis Legends of Runeterra, the CCG by Riot Games.
It explores its mechanics, the mechanics of its closest competitors, how the game has solved their problems, and which are its key innovations.
First of a trilogy of articles that break down Legends of Runeterra, the CCG by Riot Games, released in April 2020.
This one reviews the genre market status, including Runeterra’s position on it and the clash on mobile between Hearthstone and MTGA.
Composer Winifred Phillips shares insights into her process composing music for two Sumo Digital games featured in her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." Topics supplement the content of the upcoming lecture.
In this blog post, you’ll learn what texture compression is, why it is important for your project and how to apply it to improve your GPU and memory performance.
In this final post, we discuss four reasons why games need better NPCs: 1) players want them, 2) bad character AI is a creative bottleneck, 3) better collaborative NPCs can make games more inclusive, 4) they're a necessary part of our 3D & XR future.
Developers and players agree that innovation in character AI has largely come to a halt. In this third post we discuss data and research which confirm that players really want non-player characters to be more believable and meaningful.
Developers and players agree that innovation in character AI has largely come to a halt. In this second post we suggest that developers should should strive to create NPCs that are "believable", and discuss psychological research that backs up our claim.
Developers and players agree that innovation in character AI has largely come to a halt. This four-part series is about finding a way forward, and here we start by a close look at the concept of 'behavior' (which, if you think about it, is all NPCs do).