Learning what brings players to your game and what makes them keep coming back for more can be a tricky task, but a source of valuable knowledge for game development if done right. This is just one of the key aspects that drive the interest of professionals and scholars toward the Games User Research (GUR) field.
An interview with Paula Ianelli on how to make a localized launch in Brazil.
You are Narita Boy, a legendary digital hero in an epic quest through simultaneous dimensions.
The digital kingdom is under attack and you are called as their last hope of survival. Explore a vast world to find the techno sword, the only effective weapon against the threat. – Kickstarter
Eduardo “Ed” Fornieles was kind enough to do an interview with NeedtoKnow about the complexity of the development process, the Kickstarter, and what brought the concept of Narita Boy to life.
Old romans used real lives to learn and extract knowledge. That was called “exemplum” and is not so far from what I am trying to do here. So, in order to learn and maybe teach in the process, I will focus on a real studio. For that reason, similar to the article featuring Aloft Studio, I invited Emiliano Pastorelli, from Hammer&Ravens studio. He is the director of the project and the crew, which means he has been leading the development of Empires in Ruins videogame for five years. That’s not a negligible task. I am sure his experience will be gold to aspiring gamedevs, so here we go!