Automating predictive modeling across dozens of Zynga games with PySpark.
In PART 2 the variety of Game Event types are discussed, including what's unique, repeatible, and conditional. Supporting ideas like when they appear and what motiviation does it scratch are factored in.
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
The “game” Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury has not gone mad; it has rewarded a title that illustrates a significant trend in game design.
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
A comparison of the main ways to reference objects: names and GUIDs.
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
A little story of a Game Designer who found what type of videos he should make on YouTube
A detailed look at what went into showing and announcing Heart Shaped Games' We Are The Caretakers at PAX East.
Inspired by the recent conversations on game difficulty surrounding the release of Sekiro, designer Keith Burgun gives his take. Beyond exclusionary gatekeeping, is there any good reason not to have easier/more accessible gameplay modes in such games?