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We bundled the best game development articles just for you. The list contains the most liked and talked about stories we’ve shared this year through our social media channels.
Great stuff by Leigh Alexander, Rami Ismail, and more. So sit back and enjoy every bit of it.
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Let’s face it, many developers have made first-person shooters before you. So what?
Many wrote about love before Shakespeare, but it didn’t stop him from writing Romeo and Juliet. Even his masterpiece hasn’t stopped writers to tell love stories after him. It’s been quite the opposite! Romeo and Juliet inspired many people to tell their stories in a way that is relatable to the people of the era.
No one wants to have their game blend into the mass of all the ‘other’ games. You want to avoid this, I get it. Because game development is such a complex endeavor though, sometimes unfortunate issues arise and delay the launch schedule for your game.
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Recently, I’ve been speaking to several game developers that are planning to release an episodic game. This piqued my curiosity, and led me to share this with you. I’ll go through what they are and I’ll lay out two ways to approach the development of this type of video games.
Also, I’ll provide some examples that reveal the differences in the development process of these games. This way you can gauge what solution could work best for a game you might be planning.
One key to video game success is to be constantly releasing small updates. This alone might be a compelling reason to develop expandable games in the future.
There are a plethora of reasons why games are successful, but what’s for sure is that players want to feel their favorite games are alive. They demand you to solve annoying bugs that affect gameplay, they like to have extra content to play through, and they love to see when you are able to introduce community proposals into the game!
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When you think about in-app purchases in games you might be thinking about a less-than-desired practice to squeeze money of players at any cost. The thing is, that when done right, IAPs are a great way to deliver premium content.
So, premium is new content offered for payment, where usually a single-payment gets you all the fun, but it can also be a subscription to regular content updates.
This article looks specifically at the process of designing levels for a platformer. The process is a guideline and covers the steps from the initial idea to the final playable level. Let’s learn to design levels for a platformer!
The article does not focus on scheduling. However, you do need to keep scheduling in mind when designing levels. The size of a level and the amount of resources it contains depend on the number of people working on it, and the time available to complete it.
Free-to-play games, or F2Ps, are one of the types of video games that is currently generating the most business. They’re games that are offered free at first to an ever larger audience. These games monetize primarily via advertising, the purchase of virtual goods or powerups within the game itself, or with a combination of both.
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Players leave games. According to Marc Robinson’s 2013 GDC talk, “On average, less than 40% of players return to a free-to-play game after just one session.”
And as you know, our first duty as professional game designers is to create compelling experiences. We make games for the players to enjoy and play! If they leave our games too fast and too often, we have failed.
Thinking of the reasons why players are leaving your game is a great opportunity to put yourself in their shoes. Not only that, your financial success largely depends on the size and fidelity of your audience. In particular if you are monetizing your game with in-app purchases. Read more >
For many years around the turn of the century, some of us (myself included) used to believe that the best games can only come from big teams. We were tricked into thinking this because it was the status quo. The gatekeepers, who back then largely controlled what gets released to market, only considered specific kinds of games that met certain criteria – a growing list of “back of the box” features that the publishers and their marketers decided the market wants. In addition to implementing those features, game development teams had to push constantly improving hardware to its limits, and they had to feature a large amount of content to justify the $50-$60 price tag. Naturally, those games need big teams to make them. For big AAA games, team size has kept increasing on each subsequent hardware generation.