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Whether you are developing triple-A games or mobile games, you know that you need a strong motivation system to engage and retain your users. This article will give you hints and trick to successfully build one. ...
Games may be built on win and lose states, but we're going to talk about punishment systems and how they tend to take things too far in kicking players when they're down. ...
A brief overview of the production of Flutter Bombs, an indie game on console. How a multi-platform study in game design released as a twin-stick shooter on Xbox One. ...
PAX East 2019 marks my third major showcase of Summoners Fate and I continue to learn from our experiences. Here†™s three things we did different to stand out as an indie dev. ...
It's been about a year since I left my home in Sweden to go on a grand adventure and seize what I consider the opportunity of a lifetime: travel and create games. Here's how that worked out. ...
A short analysis of Apex Legends monetization using framework of desire creation and desire fulfilment. TL;DR: Apex sells customizations by shoving it in your face constantly and they are good at it. ...
2018 may have brought some failures, but it also was a much more successful year. I'll cover the essence of how I am approaching the growth of the company leading into new developments. ...
Shape Theory is something we're all aware of subconsciously. Here I break down how it can be used for level design, and how it might encourage players to act in certain ways. ...
VR design engineer and indie developer Brandon Franklin has concocted an exploration of a new design pattern in games, removing abstraction to encourage better player behavior. ...
What makes a good RPG? It's a simple question, but not one with a straightforward answer. Having designed several roleplaying games, I tackle the issue by diving the design into four distinct axes. ...


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