Enjoy The Game You’re Making

Mecha Titans is a Ukrainian game development studio with a team of 12 people who love games and would rather develop a game more like a service than a one-off product. Their game is about tactical combats, a three-fighter team of robots. There are missions, a story, collecting, multiplayer to kill the bosses, and tournaments. “We’ve got high quality graphics, 70 robots with 4 active skills each, and over 200 types of weapons, an RPG system, characters development, skills learning and improving””, co-founders and explain, telling the creation story of Mecha Titans. Prior to Mecha Titans we were mostly focused on games for Russian social networks. In the beginning there were four of us – a designer and two programmers, but within a year the number of those crazy ones…
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Working at Opera Mediaworks

When Wenczka joined Opera Mediaworks, he brought a valuable academic and career background in affiliate advertising. He used this mentality while working at 4th Screen Advertisers, a premium publisher network, before they were acquired by Opera. His focus was on ROI-based clients and identifying the best inventory in the network for them. Now he continues advising clients as well as speaking about ROI on mobile throughout Europe. He considers his most important achievements with Opera Mediaworks to be founding the performance department and building long lasting relationships with advertisers. This department is built on visibility for clients and a dedication to improving campaign effectiveness within the team. But what he most enjoys about his work is helping users discover games they will love by helping apps get discovered. Knee-Deep in…
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iO Rollong From GGJ to OC

The story of iO began with the symbol of Ouroboros, a serpent eating its own tail. That was the theme for the Global Game Jam 2012, where people have to create a game within 48 hours. Four programmers (, , Pim Rutten, and Roel van Heeswijk), who had never met before, formed Team Xtra. They created a prototype called Size Matters. The concept? Just as if Ouroboros continued to devour itself, you control a ball that can become smaller and – let’s not think about what the snake would be doing then – bigger to navigate hazards and gaps in the puzzle platformer. Gamious Founder , one of the judges who saw Size Matters win the local Game Jam, invited the team to the Gamious office where they all decided…
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Creating Games When You Have No Experience

Lunata Rescue is a Brazilian independent game studio founded in 2006 by . Having worked as a civil engineer for 10 years, he made a radical decision and started making games, the real passion of his life. In 2012, the company launched their first platformer game, , where the player acts as the protagonist — a treehopper looking for its lost babies. Kleber Seixas recalls the journey from starting Lunata Rescue to its release. Games Don’t Grow on Shelves My first encounter with electronic games happened when I was seven years old, when my mother game me an Atari 2600. This year, I’m completing 30 years in this universe, passing through all generations of devices, including PC. The Super Mario franchise was a great inspiration for me (our very first…
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How to Get the Most Out of Your Data

Dmitri Williams (PhD, University of Michigan) is the CEO, Sensei, and Co-Founder of Dmitri is a 15-year veteran of games and community research, and a world-recognized leader in the science of online metrics and analysis. The author of more than 40 peer-reviewed articles on gamer psychology and large-scale data analysis, Dmitri’s work has been featured on CNN, Fox, the Economist, the New York Times, and most major news outlets. He has testified as an expert on video games and gamers before the U.S. Senate, and is a regular speaker at industry and academic conferences. Dmitri moonlights as a healer and raid leader, plays a wicked Ashe in League of Legends. He loves data, and believes more of it, used intelligently, makes the world a better place. Gaming Analytics: How to…
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Track New Platforms and Suggest Partnerships

> Girls and Warplanes is the 8th project of the Minsk-based studio of Neskinsoft. It all started from a small experiment in the genre of action. Even though the company has got some experience of creating dynamic games for the midcore audience, they admit they still have room for improvement. Their previous title, (Run, Vova, Run) has been praised by the players, but, despite thousands of positive reviews, in terms of monetization the product was far from even covering the development expenses. “In order not to fall into the same trap again, we decided to take a sneak peek on the solutions of more successful colleagues from the Asian market”, , the CEO and co-founder of Neskinsoft explains. Prototype: Brave Girls On Cool Warplanes   So we started making a…
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Free Games and Indie Life

Despite working in the publisher scheme nowadays, Robinson still believes strongly in her independent roots and free games. “For starters, your audience is significantly bigger. It doesn’t take nearly as much to convince people to check out an offbeat indie game if it’s free,” says Robinson. “Free games can help a new developer build up a reputation.” Further, working on her own free games helped Robinson find her style and share it with players. “Free games can help a new developer build up a reputation. The style of your work will become more apparent with each project you release, and can help you find your audience, or help them find you!” she shares. The Indie Road Even with these advantages, free games are not often a viable option for professionals.…
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A Formula for Romance

In 2010, and I founded Silicon Sisters Interactive with the aim of developing games for girls and women. For decades, the videogame industry has focused on the hardcore male player, and over the past 30+ years, we’ve gotten really good at making high-quality, immersive, and potent gaming entertainment for that audience. Now, with the advent of new platforms, which in turn brought new casual gaming audiences, Silicon Sisters believes it’s our turn to take the same quality standards applied to AAA titles and create games for women like ourselves. At Silicon Sisters, we’re all considered vets, with over a decade of experience each and plenty of shipped titles. As such, we have an idea of the best practices and common development pitfalls. Yet with casual/mobile games, we were stepping into…
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Online Gaming Pioneer, and Fantasy University

Elonka Dunin has been playing games since a time before PCs. Dunin’s father was involved with IBM computers in the 1960s and programmed mainframes to play games with her. As computers started moving into people’s households, Dunin was one of the early explorers of online fantasy worlds. She played every MUD she could get her hands on. When the game industry moved in the direction of Bulletin Board Systems, she played those too, until the industry and her along with it transitioned to online services such as GEnie and CompuServe in the 1980s. In the 1990’s, Dunin went to GemCon in St. Louis, Missouri, where she got to meet some of the people involved in writing one of the games she played—GemStone ][ on GEnie. They hit it off, and…
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Dedicated to Game Dialogue

Richard Rabil is a technical writer, aspiring game writer, RPG enthusiast, and designer and creator of . He has a passion for understanding the power of language in interactive digital media, as reflected by his graduate studies in Technical Communication and his research interests in the way video games engage people. When he’s not at the office, seeing friends, or playing games, he works on game design ideas and writes occasional blog posts at IGN. In his first contribution for Gamesauce, he examines the challenges of writing and evaluating game dialogue, and suggests how the industry could move towards some common criteria for judging its quality. The ups and (mostly) downs of game dialogue Let’s face it. Despite the strides that games like Red Dead Redemption, the Fallout series, and…
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