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Luck in Games: Why RNG isn't the answer

Published in Game Design

By Elyot Grant - Hearthstone's design team told us we'd be crazy to make a game without luck. But here's the secret to why games without luck are actual...

300 Employees On Multiple Continents: How We Work Without An Office

Published in Production and Management

By Kirill Kliushkin - Not having an office has had a large and positive effect on our business. Just a few management secrets - and you can make the absence of an office...

How to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5

Published in Game Programming

By Jose Maria Martinez - This tutorial gives a step-by-step explanation on how to create a scoreboard that shows the number of lives, the time, or the points obtained in a...


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Luck in Games: Why RNG isn't the answer UNDER REVIEW

Oct 23 2014 07:25 PM | Posted By Elyot Grant in Game Design
Hearthstone's design team told us we'd be crazy to make a game without luck. But here's the secret to why games without luck are actually more addictive, and players are far better off without it (contrary to what most AAA studios would have you believe).

Tagged With:  luck  rng  hearthstone  game design 
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300 Employees On Multiple Continents: How We Work Without An Office

Oct 23 2014 07:35 AM | Posted By Kirill Kliushkin in Production and Management
Not having an office has had a large and positive effect on our business. Just a few management secrets - and you can make the absence of an office work for you too!

Tagged With:  Offices  business development  motivation  management  task management  working remotely 
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How to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5 UNDER REVIEW

Oct 21 2014 12:21 PM | Posted By Jose Maria Martinez in Game Programming
This tutorial gives a step-by-step explanation on how to create a scoreboard that shows the number of lives, the time, or the points obtained in a video game. You can clone a HTML5 example project in the WiMi5 Dashboard, in www.wimi5.com.

Tagged With:  score  scoreboard  lives  time  point  board  html5  create  visual  script  visual script  game 
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Let There Be Shadow!

Oct 21 2014 03:34 AM | Posted By Joey Fladderak in Graphics Programming and Theory
In this article I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.

Tagged With:  unity3d  shaders  cg  shadows 
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Dijkstra's Algorithm - Shortest Path

Oct 21 2014 02:45 AM | Posted By Erik Hazzard in Artificial Intelligence
This post will cover the basics of Dijksta's shortest path algorithm and how it can apply to path finding for game development. It is my opinion that understanding this algorithm will aid in understanding more complex AI algorithms, such as A*. This post is aimed more towards developers starting out in game development or those curious about Dijkstra's algorithm, but this will be a some...

Tagged With:  dijkstra  shortest path  pathfinding  spf  dijkstras algorithm 
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Creating a Very Simple GUI System for Small Games - Part III

Oct 19 2014 01:19 AM | Posted By Martin Prantl in Game Programming
If you are writing your own game, sooner or later you will need some sort of user interface (or graphic user interface = GUI). There are some existing libraries lying around and there are a lot of discussion threads that deals with eternal problem “What GUI should I use?”. We are going to answer this question by creating our own system from scratch, this time with part III and rendering logic.

Tagged With:  gui  tutorial  graphics  touch control  mouse 
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Procedural Generation of Puzzle Game Levels

Oct 14 2014 10:28 AM | Posted By Tomas Rychnovsky in Game Programming
Description of the approach used for procedural puzzle level generation in mobile game Fruit Dating.

Tagged With:  Fruit Dating  Puzzle  Procedural  Level  iOS  Android  generation 
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Standard Gameplay and IAP Metrics for Mobile Games UNDER REVIEW

Oct 10 2014 07:11 PM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games, covering standard KPIs, game balance and IAP conversions.

Tagged With:  analytics  game balance  mobile  indie 
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Math for Game Developers: Calculus

Oct 10 2014 06:42 AM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
The popular series continues with applications for calculus as related to game development

Tagged With:  math  calculus 
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Pre-Structure Phrases for Internationalization UNDER REVIEW

Oct 06 2014 08:44 PM | Posted By Loki Ng in Game Programming
Key-value pair is a commonly seen format to store phrases for translations. Things become complicated when it comes to European languages or Middle East languages. And the solution to that would be to use structural formats instead of key-value pair.

Tagged With:  translation  localization  internationalization 
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Crowdfunding as Marketing UNDER REVIEW

Oct 02 2014 02:55 PM | Posted By Kevin Harwood in Business and Law
What if we reverse engineered crowdfunding platforms as a marketing tool?

Tagged With:  Marketing  crowdfunding 
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A Resource Manager for Game Assets UNDER REVIEW

Sep 30 2014 02:08 PM | Posted By TheItalianJob71 in Game Programming
A resource manager for handling game assets in your games.

Tagged With:  engine  3d  resources  assets 
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Building an Open-Source, Cross-Platform 3D Game with C++, OpenGL and GLSL, from the Ground Up

Sep 30 2014 02:51 AM | Posted By dimitros.be in Game Programming
Aid in learning how to develop 3D games that compile on Windows and Linux, with C++, OpenGL and GLSL, with suggested reading and one single integrated and simple example code-base.

Tagged With:  OpenGL  GLSL  C++  Windows  Linux  Cross-Platform  Blender  Wavefront 
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Naming An Indie Game

Sep 27 2014 05:28 PM | Posted By Elyot Grant in Business and Law
What's in a name? Find out in this exposition of how and why Lunarch Studios came up with the name "Prismata," from trademark rigamarole to sound symbolism.

Tagged With:  naming  marketing  names  trademarks  prismata 
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5 Premium Currency Pricing Trends and Tricks used by Mobile Free-To-Play Games

Sep 25 2014 11:56 AM | Posted By Wolfgang Graebner in Business and Law
analyses how 32 games on the App Store sell their premium currency, and notes interesting trends and tricks that emerged

Tagged With:  mobile  pricing  monetization 
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Design of an Indie Action Game

Sep 21 2014 11:46 PM | Posted By Mike Shafer in Game Design
During the development of Bain's Redemption, I had to wear many hats. This article tries to convey what works and doesn't work in the context of the design of a third-person action game.

Tagged With:  gameplay  ai  custom  3d  design  action 
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Making a Game with Blend4Web Part 3: Level Design

Sep 21 2014 11:46 PM | Posted By Mikhail Luzyanin in APIs and Tools
Third part of tutorial on game development with Blend4Web. This article is about how the game scene is assembled, and also about creating the lava effect.

Tagged With:  Blend4Web  Game  Blender  3D Modeling 
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Real Time Cloth Simulation with B-spline Surfaces

Sep 17 2014 09:38 AM | Posted By Bojan Lovrović in Graphics Programming and Theory
From numerical analysis to hardware tessellation this article presents my approach on creating detailed cloth simulation in real time. For complete understanding of the text presented readers should be familiar on how B-splines work. This is not a requirement for implementation since you can simply copy paste functions that do all the B-spline related stuff. Some knowledge in HLSL and DirectX11...

Tagged With:  directx11  b-spline  cloth simulation  math  mathematics  c++ 
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Making a Game with Blend4Web Part 5: Dangerous World UNDER REVIEW

Sep 16 2014 10:45 AM | Posted By Evgeny Rodygin in Game Programming
Red-hot rocks falling from the sky and lava will become mortally dangerous for our character.

Tagged With:  Blend4Web  WebGL  JavaScript  You Wont Fry Me! 
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Communication is a Game Development Skill

Sep 11 2014 05:05 AM | Posted By Chris DeLeon in Production and Management
Many game development guides and tutorials fail to acknowledge communication as a development skill. As with any other skill there are techniques to learn, concepts to master, and practice to be done.

Tagged With:  game design  communication  working with a team 
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The Art of Feeding Time: Animation

Sep 09 2014 04:29 AM | Posted By Matt Kidd in Visual Arts
While some movement was best handled programmatically, Feeding Time‘s extensive animal cast and layered environments still left plenty of room for hand-crafted animation.

Tagged With:  animation  art  Feeding Time  video game  game development  game art  game  game dev  game design  design 
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Dynamic Narrative in The Hit

Sep 09 2014 04:29 AM | Posted By Dan Stubbs in Game Design
I'm currently working on a player-driven dynamic narrative system. This is the blog post I wrote in response to Ken Levine's 'Narrative Lego' GDC talk, which was originally published on Gamasutra.com. Since then I've filled in some of the gaps, and I'm planning a follow-up article, but for now I'm working full-time on developing The Hit.

Tagged With:  narrative  story  design  writing 
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How to Record High Quality Video of Your Game using a Slow Computer UNDER REVIEW

Sep 08 2014 09:18 AM | Posted By Jarmo Kukkola in Visual Arts
I wanted to make a game play trailer for my original arcade puzzle game Futile Tiles (http://www.futiletiles.com). The game is very fast and I needed to achieve high framerate and quality for the video, which is challenging using a slow computer. Low recording frame rate can also distract controlling the game actions.

Tagged With:  Youtube  record  video  gameplay  after effects 
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Distilling Game Design UNDER REVIEW

Sep 04 2014 08:52 PM | Posted By Teresa Munoz in Game Design
Distilled Game Design is what Experience is all about, is your game in its purest form. In order to achieve true Game Design you must figure out what your basic experience is and build your game up from there.

Tagged With:  Game Design  Game Experience 
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Game i18n via IME

Sep 04 2014 04:31 AM | Posted By Stoyan Nikolov in Game Programming
In this post I would like to describe the basics of an IME integration in a game and some of the challenges that it poses. Recently we added full IME support to our product and most of the pain points were experienced first-hand.

Tagged With:  i18n  IME  GameDev 
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