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Written by Adam Telfer , our razor-sharp Canadian co-host who doesn’t just play games—Adam both builds and dissects them. As a badass product leader, Adam cuts through the noise with no-nonsense insights into what makes games tick and why some crash and burn. Whether it's tearing apart the latest market trends or calling out the next big thing, Adam brings a perspective that keeps our discussions brutally honest and ahead of the curve.
How Games Retain Players Using Risk and Reward Josh Bycer josh@game-wisdom.com Gaming is all about taking calculated risks and aiming for big rewards. Whether its a dragons lair or a slot machine, players are attracted to games that let them weigh risks against rewards. The best games get risk and reward … The post How Games Retain Players Using Risk and Reward appeared first on Game Wisdom.
New year, new exciting job opportunities? Or maybe its time for a fresh perspective on your career? Also, did you know that staying in a role for 3 to 5 years can often do more for your career than hopping between shiny new opportunities every couple of years? Longevity allows you to showcase your ability to create meaningful impact, develop deep expertise, and build a legacyqualities that are highly prized in C-level executives.
Grabbing the attention of gamers is challenging in a crowded market, but QORPO s unique video gaming experiences stand out. Leveraging many managed services from Amazon Web Services (AWS), the game developer, publisher, and solutions provider accelerated creative game development for popular titles like Citizen Conflict. Most recently, QORPO integrated Amazon GameLift into its infrastructure to enable scalable cross-platform server hosting and matchmaking across titles.
I’ve been knee-deep in rewriting the Untold Engine , transitioning it from C++ to Swift. After months of coding, tweaking, and testing, I’m thrilled to share that the rewrite is almost done. Moving to Swift has been a game-changer, making the engine not only faster and more modern but much easier to work with. Built on ECS Architecture The Untold Engine is powered by Entity-Component-System (ECS) architecture.
With their second game, Canadian indie studio Lithic Entertainment takes a sharp turn from the tranquil charm of their peaceful city-building debut title, Dwarrows. This time they’re slamming the accelerator with Scaravan 66 , a high-octane car combat roguelike straight out of hell. At its heart is Lucky, an arrogant greaser trapped in a hellish nightmare of endless asphalt, monstrous foes and a shotgun-fueled quest for freedom.
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With IDFA regulation changes and an influx of new games entering the market, publishers and mobile game studios are facing an ever-uphill battle to acquire new players (UA) and retain them. To stay ahead of the competition, studios are exploring innovative strategies, like enhancing ad creatives to attract new players and introducing fresh gameplay features to keep existing players engaged and invested in their titles.
Here at PreMortem.Games, we have great admiration for developers who tackle the entire game development cycle on their own. Because, lets be honest, creating games is hard and it takes a special kind of developer to choose the solo path. This year, we featured 22 inspiring creators in our Solo Developers-series and we love to share some of their highlights in these final days of the year.
Image: Post Malone’s Murder Circus, one of the many projects Richard Dansky worked on in 2024. Author: Richard Dansky Every video game ultimately becomes a story. The elements of the game, even and perhaps especially the narrative ones, are inert until they are suddenly interacted with by the player. That moment of interaction, whether it be a button press or a joystick move or whatever, taps the potential of the dev teams hard work and lets it spring to life.
In response to a comment by Bill Markus, the co-founder of Dogecoin, that gamers have become “ideologically captured,” Elon Musk announced that his firm xAI will open a game studio. Musk states: “ Too many game studios that are owned by massive corporations ,” and that said studio will “ make games great again.” The real issue in the industry is not the concentration of content creators under publishing labels, but rather the shift in economic power towards platform holders.
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As the Executive Producer of LIMBO, Dino Patti knows what it takes to deliver a world-class product. Developing LIMBO as the Co-Founder and CEO of Playdead taught him invaluable lessons about creating impactful games. Here’s what he learned: 1. Accessibility matters. We designed LIMBO to be approachable for everyone, whether they were seasoned gamers or picking up a controller for the first time.
Mirthwood , the debut title from Bad Ridge Games , merges genres like RPGs, life sims, and farm sims into a medieval sandbox experience. Created by a two-person team based in Seattle, USA, Mirthwood represents a creative and personal journey for its developers, long-time friends Brian Hecox and Daron Otis. “We’ve known each other since kindergarten, but weren’t quite ready to start a studio back then,” jokes Otis.
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