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Buildbox | Game Maker | Video Game Software. Mobile Free to Play | The Value Economy: How to create compelling virtual items — Mobile Free to Play. This is a Guest Post written by Will Wilson I have $100 worth of Goflam. I’m going to give it to you for just $2! That’s an amazing price, right? Well, no, because you – I would hope – have attached no worth to whatever a Goflam is. It doesn’t matter how much I cut the price of one – you’re not going to buy something that means nothing, because if it means nothing, it’s worth nothing. Everything that exists in your game, from the beautifully animated assets to the clever stat balancing you spent months putting together, holds literally zero value to a player when they first start the app. To create that value you’ll have to ensure your economy loops and design, not to mention the UX and UI, help to accentuate and create the value in the player’s heads as quickly and painlessly as possible.

There are four main components to help that along: UtilityExclusivityFamiliarityUniqueness. #1 Utility The most basic way of creating value is Utility. . #2 Exclusivity #3 Familiarity #4 Uniqueness In Summary. Gamesmith. Video Game Icons, Symbols, and Tools (How to Use Icon Packs) What Makes a City Builder Fun? A Critical Review - General Discussion - Giant Bomb. Hi! Welcome! What follows is a rather lengthy look at the city-builder genre to see what made this style of game truly fun. If you want to know about me, my name is Drew. You may remember me as that guy that ate a lot of Taco Bell. “This is around the office.

It just depends on what mindset you're in at that moment. City builder games have changed exponentially since the days of SimCity in 1989. City builders are a subset of simulation games. It is important to note that my time with city builders is actually quite limited. The fun of city builders can be challenging to quantify. . “...there is no way to win at SimCity other than what you decide to put into the game. Build Almost every city builder starts you from the same general point: a vast, green square of land, with a few inlets and outlets for travel. Building is such a core feature of a city builder that this “source of fun” serves as a foundation to the others. Fail City builders care not for you. Optimize Admire Progress Grok 4. Good Game Design is like a Magic Trick. Générez des labyrinthes à l’infini. Medieval Fantasy City Generator by watabou. This application generates a random medieval city layout of a requested size.

The generation method is rather arbitrary, the goal is to produce a nice looking map, not an accurate model of a city. All the actions and options are accessible via the context menu. Hot keys: 👉For development news and related stuff please check a dedicated reddit community. The first version of this generator was created for the monthly challenge #17 of the proceduralgeneration subreddit. This generator is also available at where you can copy and share permalinks to specific maps, in other respects there are no differences. 🏙️ To view a 3D model of a city export it as JSON and import the file into City Viewer. You can use maps created by the generator as you like: copy, modify, include in your commercial rpg adventures etc.

Made with Haxe + OpenFL, the source code is available here. Design Home and the Art of Monopoly — Deconstructor of Fun. This post is by Adam Telfer and Michail Katkoff cross-posted from Adam's consultancy's blog MobileFreeToPlay.com Since Facebook fully embraced free-to-play, many developers have strove to get to grips with what’s perhaps rather crudely been referred to as “female first” gaming - to make their name as a company that truly understands and delivers on an underserved demographic in the market. In practice, what this translated to was - at least initially - a series of “cute” style games; taking care of sweet animals, managing a farm packed full of farm animals with massive eyes, or dressing up games with way too much glitter and pink everywhere. It ended up with studios creating games for a stereotype: a fictitious and overly simplistic view of what might interest women, with very little understanding of the nuances the chosen demographic actually wanted.

Crowdstar challenged that assumption with the creation of the Covet Fashion and Design Home games, and it paid off. Learn Necessary Skills from Disney TV, Dreamworks, and Nickelodeon’s Top Artists this Winter. It’s no overstatement to say that character and creature design is one of the most exciting, creative, and celebrated artistic disciplines. Gaining entry into this field isn’t always easy: this is where our Character Design Program comes in. Designed for those already versed in the fundamentals of drawing and design, this program carefully builds on those core skills to give students head-to-toe training in the art of human and creature character design for the entertainment industries. By the end of the program, students will be ideally placed to make the leap to a character design/concept art position at a film, animation, games, or print-based studio. To enroll in the Character Design Program, students will need either to have successfully completed the Foundation & Design Program or submit a portfolio that demonstrates sufficient core drawing skills and character/animal anatomy knowledge. w/ Christian Nacorda w/ Nate Wragg w/ Phil Boutte w/ Mélanie Delon w/ Ron Lemen w/ Kevin Reed.

This, Not That! Mobile Game Design Best Practices | Ray LONG. Daniel Cook: Game Design Theory I Wish I had Known When I Started. The Importance of Everything: Analytics of Map Design. Super Mario ! Expo Bottleneck Gallery - Geek-Art.net. C’est la rentrée ! Et quoi de mieux que de la commencer avec une exposition dédiée au plombier favori des gamers ? Super Mario a en effet 35 ans cette année, et la Bottleneck Gallery de New York célèbre cette date comme il se doit avec une gigantesque exposition de plus de 100 pièces intégralement dédiée au héros de Nintendo, créé par Shigeru Miyamoto en 1983.

Cette date marque en effet la toute première apparition du plombier japonais sur borne d’arcade, Sous le titre de Mario Bros., 2 ans avant la sortie du cultissime Super Mario Bros. sur NES. Mais 2018, c’est également les 30 ans de Super Marios Bros. 2, ainsi que les 25 ans… De l’adaptation cinématographique, carnage intégral pour certains, oeuvres cultes pour d’autres… Super Mario Super Art Show @Bottleneck Gallery Aaron Stattmiller Nemons Nate Bear Michael Mateyko KOMBOH Matt Kaufenberg Maria Björnbom Öberg Bokkei Luke Flowers Kim Herbst Joshua Gilbert Jonathan Marks Jared Flores Circusbear Joel Abad Felix Tindall Eric Gonzalez Drew Wise.

Mobile Free to Play | 5 reasons why Voodoo beats small game developers on the app store. Mobile gaming has shifted, again. The hypercasual genre has begun to dominate the free app charts. In 2017 Ketchapp (now owned by Ubisoft) started a revolution of simplicity in game design with mobile titles such as Tower or Ballz. The games focused on clear visuals and simple mechanics and very light progression systems. They also importantly removed IAP as the core monetization and replaced it with Advertising revenue. The games were so simple and casual that anyone could understand them in under 10 seconds. Reviewing the estimated data on Sensor Tower for June in the Top 100 US Free Game charts, Voodoo accounted for 24.7%* of all the free downloads. Number of games in the Top 100 Free Games US Chart - June 2018 Of all the genres of games released on the app store, no other genre commands the pure number of downloads that Hypercasual games do.

. #1 Game Design doesn’t matter Voodoo doesn’t care about your game’s design. Tiny Wings – DuneDonut County – Hole.ioslither.io – paper.io. Hearthstone Animated Short: Hearth and Home. Mobile Free to Play | Toon Blast & The Death of Saga – Mobile Free to Play. At the beginning of this year, Peak games soft-launched a game called “Toon Blast”. Some developers took a look, but most pushed it aside. The game appeared to be a direct re-skin of Toy Blast, Peak games’ original hit game. Time went on, and Toon Blast was finally globally launched in August 2017. Again, most developers took a look, dismissed it as a re-skin, then walked away.

But under the surface Peak Games was testing a key change within the game that is a true sign of the times: they removed the Saga Map: Two versions that Peak Games was testing in August. One version with the Saga map, another without it. For those creating matching games, this has been a slow but obvious change.

The Evolution of the Matching Genre & Toy Blast In 2014 there was Gummy Drop by Big Fish Games, which added a dash of resource management to the saga framework. But during that time, most matching game companies stuck to the pure Saga framework. Source: Sensor Tower Estimates There are 2 key reasons for this. 30 Things I Hate About Your Game Pitch. This High-Priced SNES Clone Plays Every Super Nintendo Game Ever in High-Def. Coloriser automatiquement les photos en noir et blanc est encore plus facile.

Skip to content ufunk ufunk La Sélectiondu Week-End [68 images] La Sélection du Week-End n°244 Toutes les Sélections du Week-End Featured Petites Luxures – Des illustrations délicieusement coquines Publiez vos projets sur UFUNK ! Des petites filles et des sex toys – Une campagne extrêmement dérangeante Cats and Pop Culture – Les adorables boucles d’oreilles de CatMade Jeff Koons installe une ballerine gonflable géante au cœur de New York Il photographie de la Formule 1 avec un appareil vieux de cent ans Il protège les penis sur les murs en peignant des préservatifs L’Essence des Films – Il condense les films cultes en une seule image Les articles des lecteurs Cinecar – Mécanique et flat design Kinetic Paper – Créations en papier mécanisées Tous les articles Les vidéos bonus Fabriquer des ampoules vintage à la main Le drone du pauvre – Jeter sa GoPro dans les airs Toutes les vidéos Un autre article ?

Fabriquez vos fidget spinners en LEGO. Pedro Medeiros is creating Pixel Art and other Game Dev stuff | Patreon. Designing a Strong Gacha — Deconstructor of Fun. With Brawl Stars, because of the low level of content and the fact that duplicates aren’t necessary, this left Supercell designers in a bind. They had to pace their gacha significantly slower. They did this by tying chests to coins, and by making chests only give 1 drop each.Comparing this to the experience of opening a chest in Clash Royale, Brawl Star’s gacha boxes are far less rewarding. The reward pops up, you get a single currency of something, and then you’re left feeling — “That’s it?”. This problem is magnified when each drop can be amazing or terrible feeling. If I get a new character or some elixir — this feels good.

If I get a blue chip… I feel like all the time I put into collecting coins for that box was worthless. Clash Royale’s chests on the other end can guarantee rare or legendary cards, and even if I get a duplicate, it still feels beneficial. Supercell had pace Brawl Stars chests this harshly because their economy only supports a certain amount of drops. Horizon Zero Dawn Concept Art by Miguel Angel Martinez. Concept Designer Miguel Angel Martinez Monje has posted some of the concept art he created for Horizon Zero Dawn, an action role-playing video game developed by Guerrilla Games. Miguel laid the groundwork for the robots of Horizon Zero Dawn, developing the core concept and creating many of the designs. Be sure to check out more concept art for Horizon Zero Dawn featured in the art book, The Art of Horizon Zero Dawn.

Link: Website All images © Guerilla Games. Mobile Free to Play | Understanding the value chain for Mobile Video Ads – Mobile Free to Play. Video ad revenue now accounts for a large proportion of most casual free to play mobile games. Companies like Hipster Whale, Futureplay and the publisher Ketchapp have built business models focussed on rewarded video ads.

This shows many of the similarities of the shift from premium to freemium. As an indie developer it’s relatively simple to drop a video ad into your game, but do you understand where the money comes from? In this piece we breakdown how the flow of money gets from the advertiser to your bank account. Disclaimer: I have no affiliation and do not work for any of the partners mentioned, this guide is meant as a reference to understand where value resides and what motivates the companies involved. Making Money with Mobile Video Ads Put simply, you use video ads to earn money and you earn money because advertisers pay to show videos to your players that drive installs of their app. However, every view does not always equate to cash in the bank. The Mobile Video Ads Value Chain. Gdc2016 adamtelfer whattoexpectsoftlaunch. Mobile Free to Play | The Mobile Free to Play Bible – Mobile Free to Play.

Here is the mobile free to play (F2P) bible. A collection of articles, links and videos that I’ve collected over the years which can really help you understand the main tenants of game design for mobile free to play. Each of these articles has inspired me in different ways to create better games, I hope they’ll do the same for you. Free to Play Core Loops The basics of Free to Play come down to designing a “Core Loop“. A very repeatable gameplay system that acts as a basis for all other actions in the game. Here are some excellent articles that pertain to designing effective Game Loops: The Compulsion Loop Explained Loops and Arcs (LostGarden) Mid-Core Success : Core Loops Basic Game Loop Theory Behavioural Game Design Understanding and applying the in game compulsion loop Habits are the key to forming Long Term Retention For the master class, here is my article on how to expand your Game Loop to ensure it doesn’t get too repetitive: Grinding Sucks, Let’s Fix It (mobilefreetoplay) Economy Design.

Game Maker's Toolkit - Super Mario 3D World's 4 Step Level Design. Naughty Dog | Games for People Who Love Movies. Mobile Free to Play | How to Design a Gacha System – Mobile Free to Play. I recently visited Pocket Gamer Connects in Helsinki and presented a talk on Gacha. Here are my slides: Pocket Gamer Helsinki 2017: Recipe for Strong Gacha (PDF) Summarizing the Presentation, there are 3 key aspects that are key for making a Gacha system work: depth, width and desire. #1 Depth Gacha depth is about ensuring your gacha lasts as long as possibleThe gacha will last a long time until players run out of content (or reasons to pull from the gacha)The gacha will last a long time until it feels like a player isn’t making meaningful progress from itGacha depth is critical the more games rely heavily on gacha as its core retention and monetization (ex. all the games copying Clash Royale’s progression systems and gacha) The deeper your gacha, the higher your long term retention + max economy spend will be, which are critical for success in F2PTo know what the depth of your gacha model is, you need to model your max drops.

. #2 Width #3 Desire. Freemium FTUE Best Practices, Tried and Tested with 100+ Clients | Adrian Crook, Peter Knudson. Game Studio Management: Making It Great. Let's Get Real About Concept Art - Howtonotsuckatgamedesign. The public perception of what concept art means is severely skewed. While I have to accept that people broadly label art created for games and films concept art, including promotional illustrations, it is necessary to get real about what concept art as a craft actually is. My students and other young artist I talk to get presented with misleading standards for concept art, which feeds into insecurities and doubts. And that puts unnecessary roadblocks in their ways.

It also suggest to the broader public that these misleading standards are what concept art is about, which leads to my students receiving completely skewed feedback for the work they publish. They get devalued and berated for doing EXACTLY what is bread and butter to professional concept artists. If you are a newcomer artists or a student trying to get into concept art, you should read this article. Concept Promo Art Publishers and studios want to hype their release. This sucks hard. In The Trenches... 1. 2. 3. Hard Truth. Level Head - How to Make Your Game's Combat Feel Good. Level Design Saga Creating Levels for Casual Games. Mobile Free to Play | How to Plan and Track Events in Mobile Games – Mobile Free to Play.

CS50: Introduction to Computer Science. Stage of Development met les créateurs en avant - Actus jeux - Gamekult. Practice coding with fun programming challenges - CodinGame. The Core | CodeFights. Essential Software for Game Designers. Programmes Ecole Management Métiers Musique et Jeu Vidéo. One Player’s Nine-Year Journey to Open a Locked, Secret Door.

Funny Mini-Heroes in Pixel Art.

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Pro. Société. Quick Games. Stars. News/Upcoming. Fun. Art. Chronique vidéo Chronique : Top 10 des rechargements secrets de Battlefield : Hardline. Super Mario Maker - Miyamoto Developer Story. Video Games. Over 30 Years of Videogames Collection The History of Videogames. RPG.jpg (2549×1609) Yearinreview: Video Game In Colors. Inspired... One of the greatest gifs ever.

Monument Valley: Most Beautiful iOS Game Available Now. One of the best quotes in videogames. 30 Insanely Addictive Game Apps You've Never Heard Of. Maybe Many Of The GTAV Players Will Thank Me Because I Show Them All The SpaceShip-Things. Lumino City - Official Trailer. Chronique vidéo - After Bit - Rayman Origins - Rayman Origins & Legends 1/2 sur Xbox 360 - Jeuxvideo.com. NintendoStock.png (PNG Image, 845 × 452 pixels) When gaming quotes get deep.

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Deconstructor of Fun: Clash Royale - Deconstructing Supercell's Next Billion Dollar Game.