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October 31, 2020
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Category: Social/Online


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Posted by Josh Bycer on 10/29/20 10:37:00 am in Social/Online
Mobile games have grown dramatically over the last decade, and with the latest success of Genshin Impact, it's time to talk about how mobile game design has change in terms of its market appeal.

Posted by George Jijiashvili on 10/26/20 01:04:00 pm in Social/Online
Games industry analyst's take on Facebook launching a free cloud gaming service - Focusing on Facebook's position in cloud gaming, 'cloud playable ads' and the increasingly contentious relationship between cloud gaming companies and Apple.

Posted by Simon Carless on 10/14/20 05:41:00 pm in Social/Online
Analyzing an interesting Twitter thread asking ‘content creators’ and media folks about the game promo-related practices that devs and publishers should stop doing. Plus lots more game discovery goodness!

Posted by Josh Bycer on 10/13/20 10:55:00 am in Social/Online
Studying Game Design factually is difficult to do, but for today's piece we're going to use achievements to see if we can learn more about fan engagement and use it to accurately judge a game's quality.

Posted by Ruben Torres Bonet on 10/08/20 11:10:00 am in Social/Online
Complex scenes, huge C# assemblies, expensive initialization in your scripts... All of them lead to slow iteration times in the Unity editor. But why exactly is your editor so slow in your specific project at entering and exiting play mode?

Posted by Simon Carless on 10/07/20 01:34:00 pm in Social/Online
Instead of pitching all those photogenic, influential YouTubers - why don’t you just become a slick, photogenic YouTuber? Some thoughts for game discoveryland, including the above!