Background
  • arrow_back Home
  • keyboard_arrow_right#GameDev

#GameDev

trending_flat

How to make your game look stunning?

How to make your game look stunning? It comes down to six key fundamentals:1. ๐ŸŽฅ Camera A great camera is your starting point. โ€ข Pick the right angles and horizon line. โ€ข Highlight the most important gameplay elements. โ€ข Avoid awkward, disorienting views.2. โšซโšช Contrast Make important objects pop. โ€ข Bright and dark areas should balance for clarity. โ€ข Separate key objects from the background visually. โ€ข Use contrast to guide the playerโ€™s attention naturally.3. ๐ŸŽจ Composition Lead the playerโ€™s eye where it matters. โ€ข Add guiding lines to focus attention. โ€ข Follow the rule of thirds for balance. โ€ข Make every shot purposeful and easy to read.4. ๐Ÿ’ก Light Lighting is more than moodโ€”itโ€™s direction. โ€ข Highlight paths and objectives with light. โ€ข Use shadows and highlights for depth. โ€ข Dynamic lighting can boost immersion.5. ๐Ÿ•บ Animation Movement makes […]

trending_flat

Things TRUE Gamers don’t care about!

Things TRUE gamers don't care about: Some game developers learn these the hard wayโ€ฆDon't get me wrong,DLCs, customization etc., they are all great..But they are not what truly matters!Here are 5 key elements that shouldn't matter:1. Early Accessโ†ฑ Driven by mostly โ€˜โ€™Fear of Missing Outโ€™โ€™,โ†ฑ Most of these are just money grabbing.2. Micro-Transactionsโ†ฑ Pay extra on top of what you just paid,โ†ฑ Just to fast travel in game? No, thank you. 3. Release Dateโ†ฑ Buggy gameplay mechanics, rushed story,โ†ฑ Tons of technical issues, including login issues,โ†ฑ Because of profit promises for upper management?โ†ฑ We donโ€™t deserve this, we can wait. 4. Character Customizationโ†ฑ Sure, diversity is great, but tons of cosmetics,โ†ฑ Details on eye lid colors and eye lashes? Noโ€ฆ5. DLC Promiseโ†ฑ Why do I pay for a promise that should have,โ†ฑ Been in the original game in the first […]

trending_flat

How does a Live Ops system work?

How does a Live Ops system work? Hereโ€™s a breakdown, based on the Playliner research:1. Offers ๐Ÿ’ฐ โ€ข Starter packs, season passes, and rolling deals. โ€ข Monetize player defeats and the desire to speed up progress.2. New content ๐ŸŽ‰ โ€ข Themed, seasonal, and late-game updates. โ€ข Keeps gameplay fresh and incentivizes players to explore further.3. Mini-games ๐ŸŽฎ โ€ข Fun additions like treasure hunts or Plinko. โ€ข Add variety and unlock new monetization opportunities.4. Win streaks ๐Ÿ”ฅ โ€ข Create FOMO and loss aversion. โ€ข Motivate players to extend sessions and chase bonuses.5. Task-based events โœ… โ€ข Daily quests, challenges, and milestone rewards. โ€ข Provide short- and long-term goals to keep players grinding.6. Tournaments ๐Ÿ† โ€ข Solo, team, and weekly competitions. โ€ข Heighten excitement, especially when competing with friends.7. Time-limited bonuses โณ โ€ข Extra lives, reduced costs, or double rewards. โ€ข Drive […]

trending_flat

Mobile Game Retention Cheatsheet

Mobile Game Retention Cheatsheet Here is a breakdown:---- ๐—œ. ๐—ฆ๐—ต๐—ผ๐—ฟ๐˜-๐—ง๐—ฒ๐—ฟ๐—บ ๐—ฅ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป (๐——๐—ฎ๐˜† ๐Ÿญ-๐Ÿฏ) ----Make a powerful first impression. 1. Onboarding โ€ข Introduce key features clearly. โ€ข Use tutorials with minimal cognitive load. โ€ข Set clear objectives and encourage immediate actions. โ€ข Strategically place first paywalls. 2. First Impressions โ€ข Prioritize readability and intuitive UI/UX. โ€ข Focus on graphics, art style, and juiciness (animations and feedback). โ€ข Ensure smooth game performance. โ€ข Hook players with a compelling story. 3. Core Gameplay Loop โ€ข Make gameplay fun and engaging with easy-to-understand rules. โ€ข Offer early rewards to build momentum. โ€ข Optimize session lengths to avoid fatigue. ---- ๐—œ๐—œ. ๐— ๐—ถ๐—ฑ-๐—ง๐—ฒ๐—ฟ๐—บ ๐—ฅ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป (๐——๐—ฎ๐˜† ๐Ÿฏ-๐Ÿฏ๐Ÿฌ) ---- Add depth to maintain engagement. 1. Game Depth โ€ข Provide variety in strategies and introduce new mechanics. โ€ข Include side quests and secondary activities. 2. Live-Ops โ€ข Plan frequent […]

trending_flat

Bringing Friends = Bigger Rewards!

๐ŸŽฒ Bringing Friends = Bigger Rewards! Just unlocked an event in "Dice Dreams" that caught my eye. It ties rewards to your social network: the more friends you connect, the better your rewards. Simple idea, but it feels fresh and meaningful in execution. What stands out for me: 1๏ธโƒฃ It adds a social layer. Youโ€™re not just playing soloโ€”youโ€™re encouraged to involve your friends, making the experience feel more collaborative and connected. 2๏ธโƒฃ Win-win for players and the game. Players enjoy bigger rewards, while the game drives higher engagement and organic growth. 3๏ธโƒฃ The Facebook connection. Beyond the rewards, itโ€™s a clever way for the game to collect user data for future targeting. Whether itโ€™s ads, re-engagement campaigns, or more personalized offers, this is data gold for game developers. Itโ€™s an interesting mix of player benefit and business strategy. What […]

trending_flat

Elevations & Player Visibility

๐ŸŽ๐Ÿ“ - ๐„๐ฅ๐ž๐ฏ๐š๐ญ๐ข๐จ๐ง๐ฌ ๐š๐ง๐ ๐๐ฅ๐š๐ฒ๐ž๐ซ ๐•๐ข๐ฌ๐ข๐›๐ข๐ฅ๐ข๐ญ๐ฒ In previous posts about navigable levels, I've often been asked whether elevation changes and ramps significantly affect player's perception. The short answer is yes; ramps are also a design tool! By using ramps, we can guide the player's attention, control their visibility, and carefully pace their movement through the environment. This helps us tell a story through the space itself. In the sketch I'm sharing today, I illustrate two scenarios (extreme case examples) where elevation is used to craft different gameplay dynamics.In simple terms, the key elements of a route that we see in these examples are:- Where the player is (๐Ž๐ซ๐ข๐ ๐ข๐ง),- Where they need to go (๐Ž๐›๐ฃ๐ž๐œ๐ญ๐ข๐ฏ๐ž),- The surrounding navigable areas near the objective (๐‹๐จ๐œ๐š๐ญ๐ข๐จ๐ง),- And the path to reach the objective (๐๐š๐ญ๐ก).๐ˆ๐ง ๐ญ๐ก๐ž ๐Ÿ๐ข๐ซ๐ฌ๐ญ ๐ฌ๐œ๐ž๐ง๐š๐ซ๐ข๐จ, the objective is positioned beyond an upward […]

trending_flat

Which game engine should you choose for your game?

Which game engine should you choose for your game? Hereโ€™s a breakdown of the top 10 game engines in 2024:1. Unreal Engine๐Ÿ”น Complexity: High๐Ÿ”น Price: $$๐Ÿ”น Pros: AAA graphics, photorealistic rendering, robust tools.๐Ÿ”น Cons: Steep learning curve, not optimized for low-end devices.๐Ÿ”น Best for high-end 3D games on PC and consoles.2. Unity๐Ÿ”น Complexity: Medium๐Ÿ”น Price: $$$๐Ÿ”น Pros: Versatile 2D/3D support, cross-platform deployment, huge asset store.๐Ÿ”น Cons: High licensing fees, some features gated.๐Ÿ”น Best for indie to mid-size games, mobile, and VR/AR projects.3. Godot Engine๐Ÿ”น Complexity: Low to Medium๐Ÿ”น Price: Free๐Ÿ”น Pros: Open-source, lightweight, node-based architecture.๐Ÿ”น Cons: Limited 3D features, fewer third-party tools.๐Ÿ”น Best for indie developers, 2D games, and learning projects.4. GameMaker๐Ÿ”น Complexity: Low๐Ÿ”น Price: $๐Ÿ”น Pros: Drag-and-drop interface, custom scripting with GML, great for rapid prototyping.๐Ÿ”น Cons: Limited for complex games, paid export modules.๐Ÿ”น Best for beginners, 2D indie […]

trending_flat

Time Boosters can increase Player Engagement & Monetization

Do you believe that Time Boosters can increase not just player Engagement, but also Monetization?No? Then this post is for you. Many people underestimate the positive impact of Time Boosters. These boosters can elevate the gaming experience by adding VALUE:โ†ณ motivating players to Stay Longer โ†ณ and Spend MorePopular Booster Types, that you can implement in your Game: โ†ณ Unlimited Lives โ†ณ Pre-Level Boosters โ†ณ Discount Boosters โ†ณ Extra Rewards โ†ณ More LiveOps Event Currency โ†ณ Faster Progression โ†ณ Other Specific Boosters (ex. Better Drop Rates)There are 3 options, how Boosters can HELP you to MAXIMIZE your KPIs: โ†ณ Prolong Player Sessions Length โ†ณ Encourage Currency Spending โ†ณ Smartly Remove a 'Session Limit' BarrierWant to know even more? - HOW boosters can help with 'New' and 'Returning' players? - WHY boosters are great currency for your Game Economy? - WHICH Boosters work best […]

trending_flat

Why Location-Based Games Struggle

I wrote previously in my Substack about Niantic's product innovation in Pokรฉmon Go. Before Pokemon Go, Niantic had already created an impressive game called Ingress, but it didn't succeed with pure gameplay innovation. The needed product innovation was integrating the well-known Pokemon IP into a simple, fresh, location-based gameplay where you'd walk outside and find Pokemon. The gameplay fits perfectly with the intellectual property and is an excellent example of product innovation. There are businesses to be made in geo games, but I've always had a hard time seeing any of them go mainstream without a massive IP and gameplay fit. In this piece, I will attempt to cover those reasons. Quick disclaimer: In this piece, Iโ€™ll define success as a product's potential to grow into a billion-dollar business, consistently generating over $100 million in annual revenue. While many excellent […]

trending_flat

Even after 5 years, I still think this book is the BEST one!

This book helped me grow from Mid-level โ†’ Senior-level in Game Design 5 years ago. And no, itโ€™s not โ€˜The Art of Game Designโ€™ ๐Ÿ˜ Even after 5 years, I still think this book is the BEST one!This Book is โ€˜Advanced Game Design: A system approachโ€™ by Michael SellersTo understand WHY I like it so much:Hereโ€™s how I define a great Game Designer today. My TOP-3 criteria:โ†ณ The way of thinking โ†ณ System approach โ†ณ Economy and balanceIt's hard to find one that truly builds all of them โ€” but this one does.While reading it, I created one of my best-performing features of that period:โ†ณ It boosted ARpDAU by +30%(!) whenever the feature was activeโ†ณ Even other projects in our company copied itโ†ณ And itโ€™s still alive, 5 years laterThe feature was as simple as it was smart:โ†’ Solved a […]

trending_flat

River Fence: The Evolution of a New Trend in Mobile Games

๐ŸŽ‰ ๐‘๐ข๐ฏ๐ž๐ซ ๐…๐ž๐ง๐œ๐ž: ๐“๐ก๐ž ๐„๐ฏ๐จ๐ฅ๐ฎ๐ญ๐ข๐จ๐ง ๐จ๐Ÿ ๐š ๐๐ž๐ฐ ๐“๐ซ๐ž๐ง๐ ๐ข๐ง ๐Œ๐จ๐›๐ข๐ฅ๐ž ๐†๐š๐ฆ๐ž๐ฌ ๐Ÿ‘‡ Idle games have long-inspired genres, often requiring innovative marketing to compensate for their "low-action" gameplay. In March 2022, Idle Lumber by AppQuantum set a new standard by introducing a unique element in their creativesโ€”a river fence that stops logs. This idea evolved further in September 2023, establishing a trend thatโ€™s been catching on ever since.It took a bit of time, but other games eventually picked up on this mechanic. By May 2024, Idle Fishing 2 (Multicastgames LLC) cleverly adapted the river fence concept, transforming it into a net that fits seamlessly into their gameplay. And then, things really got interesting. In July 2024, AppQuantum took this trend to the next level with a new publishing deal with Rockbite Games Armenia Games, releasing Idle Outpost. This game quickly scaled […]

trending_flat

350+ feature references from the top 100 mobile games.

I've collected 350+ feature references from the top 100 mobile games. What's inside:๐ŸŽฎ FTUE (First Time User Experience)๐ŸŽŸ๏ธ Season Pass๐ŸŽ Daily Bonus๐Ÿ”ฅ Starter Pack๐Ÿ›’ Shop๐Ÿ† Win/Lose Screens๐Ÿ“– Storytelling...and much moreHow to get it:1. Comment 'references' below.2. Add me as a connection so I can DM you.3. I'll send you the link to the Figma board โ†’ Duplicate and use it as you wish.References are gathered using the Playliner platform.

Login to enjoy full advantages

Please login or subscribe to continue.

โœ–

Go Premium!

Enjoy the full advantage of the premium access.

โœ–

Stop following

Unfollow Cancel

โœ–

Cancel subscription

Are you sure you want to cancel your subscription? You will lose your Premium access and stored playlists.

Go back Confirm cancellation

โœ–