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Repost – Gamastutra: Why video game devs don’t get ‘board’ of learning from tabletop games

  By GameAsArt Games, GDC talks, Tabletop Games

dice_thumbAs you (may) know, I am a big fan of tabletop games and video games. I love to watchvideos describing the mechanics of a board game, or reading board game … Read more

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Re-post: The Story of Fumito Ueda (translation from a 2005 interview)

  By GameAsArt Games

An old but extensive interview of Fumito Ueda (Ico, Shadow of the Colossus), his inspirations, his work. Read more

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Tagged   art, artistic, creativity, game creation, game creator, game design, game developer, game development, history, retro, video game, Visual design
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Re-post Gamasutra: What Magic: The Gathering Can Teach Us

  By GameAsArt Games

Deconstructing the game design of Magic: The Gathering. Read more

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Tagged   board games, emergent gameplay, gamasutra, game design, game mechanics, history, mechanics, retro
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Re-post: Gamasutra: 7 uses of procedural generation that all developers should study

  By GameAsArt Games

I’m very much into procedural generation, because of a game I’m currently developing. So, any article on the subject get my attention, and this one is pretty good. Read more

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Tagged   game creation, game design, game development, player retention, procedural generation, video game
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Engagement and retention studies: Lifeline 2: Bloodlines

  By GameAsArt Engagement and Retention, Games

Let’s see what Lifeline 2: Bloodlines has to tell us about player engagement and retention… (a lot!) Read more

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Tagged   game creation, game design, game mechanics, mechanics, mobile, player engagement, player retention, review, video game
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Re-post: GDC – How The Witcher Devs Turn Great Ideas Into Game Features

  By GameAsArt Games, GDC talks

a GDC talk from The Witcher’s lead gameplay designer Maciej Szczesnik, about translating great game ideas to actual game features Read more

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Tagged   creativity, game creation, game creator, game design, game developer, game development, game mechanics, gdc, mechanics, postmortem, video game
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Guacamelee’s DrinkBox 10 biggest f*** ups

  By GameAsArt Game Studios

An article from Guacamelee’s developer DrinkBox about ten things they f***ed up, and how to avoid making the same mistakes Read more

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Tagged   game creation, game creator, game developer, game development, postmortem, video game
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    • Repost – Gamastutra: Why video game devs don’t get ‘board’ of learning from tabletop games
    • Re-post: The Story of Fumito Ueda (translation from a 2005 interview)
    • Re-post Gamasutra: What Magic: The Gathering Can Teach Us
    • Re-post: Gamasutra: 7 uses of procedural generation that all developers should study
    • Engagement and retention studies: Lifeline 2: Bloodlines
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