Monthly Archives: June 2017
In this blog post we share our thoughts on the development of Dynasty Feud and why we think the game did not work. We comment on several issues, from the current state of the industry to how our marketing went wrong, plus some more useful tips.
Our senses can only capture sliver of reality. We must constantly fill in blanks in our knowledge to properly create a mental image of the world. This processes of filling in gaps is really important to understand and to exploit when crafting games.
Now two months after launching TumbleSeed we’ve had enough time to ponder what went wrong and have put together an update to address it.
The text is about E3 and how to control the rumour mill by understanding how expectations and anticipations work from a narrative constructor´s perspective and what happens when the cognitive vehicle of narrative is set in motion – by advertisers.
Inform both your players and your own design by knowing how to define your game to yourself.
Genital Jousting is a popular and somewhat shocking game about penises penetrating each other. The developers weigh in on why they are making it and their anxieties about possibly making a bad sex game.
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.
It’s hard to believe, but it has already been 6 years since we launched the Unity Asset Store. Our vision was to create a space where community members could enable each other’s success: creators could make their content available to others to help fill skill gaps and help propel projects forward. For any problem you […]
To make The Mixture you need to know what effects will it have – same with the game. Define what it will be about, from the basics, keep it simple. To create a game you need to have The Recipe – a Game Design Document.