Take a dataset of over 250 games, their development costs, their year of release, what they sold for and big they were. What can we learn about the trends and what it means for the industry?
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.
Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).
Behavioral profiling is among the most useful of the tools in the arsenal of a game analyst. Profiling allows a way to manage complex user data and discover patterns in behavior. This post covers the basics and presents notes on popular types of profiles.
How does headphone tech impact virtual reality? Video game music composer Winifred Phillips provides updates on VR headphone prototypes and consumer products. The issue of consumer confusion regarding headphone surround sound in VR is also discussed.
I’m the creator of Plague Inc. and this is part two of a blog series detailing the lessons I learned when creating Plague Inc: The Board Game. Here I’ll focus on the manufacturing process - how I got the board game made and the company I worked with.
With the new Timeline feature and the help of the Cinemachine plugin creating target movies in Unity seems not only possible, but actually quite fun.
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very effective but its excessive use could backfire.
Amplitude put together an ARG (Alternate Reality Game) for the release of Endless Space 2, based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected. We would definitely do it again...
Sharing the experience of discovery as I get sprites rendering onscreen using Phaser on iOS.
Unblockable is a series of argumentative pieces that seek to challenge the ways we think about competitive games. In this piece, I take ideas about controller usage in fighting games and dissect them from the perspective of musical instrument design.
Welcome back to our series of Developer Diaries for “The Alchemist Code” - in this next installment, we pay homage to the inspirations behind the game.
In this series, the team behind The Alchemist Code will share behind-the-scenes details on the making of The Alchemist Code!
Threads, digging a little deeper...
AI has been hot lately, but what are the different types of AI. And how do they relate to games? Read on to find out.
A few thoughts on the way we use camera angles on video games, and what we can learn from other media that make a more sophisticated use of them.
It has been a little over two months since I released I Am Overburdened, my silly indie roguelike. Here's an in-depth analysis how the overall production and final numbers turned out.
Why you need to be protective of your game ideas as a developer
In this 2nd Blood Runs Cold tech postmortem post, I talk about the solutions we built for continuous server syncing of our game's player data and the data-driven balancing toolset that allowed us to juggle 400+ ScriptableObjects and have 0 merge conflicts