Recently, Laralyn McWilliams published her personal thoughts and tips on game development from her perspective as a game industry veteran. In this response of sorts to that article, I shall be listing 15 pieces of advice I’ve gathered from my relatively short but highly eventful experience as a game designer and writer. Most of these come from the many Tweets I write every day, and they aren’t listed in any particular order.
This is a review of the recent developments around the subscriber problem found in Star Wars: The Old Republic, or “SWTOR”, for short. This time we will take none other than Bioware and Electronic Arts (EA) under the loop. Let’s dig in and uncover the truth. Time to wake them up!
This article will hopefully give you some ideas and tips on the way how you can make sure that the next game project will be done from start to finish, and you can be proud of what you’ve achieved. This is aimed mainly for the indies who are looking forward to making a business off of making games, but can be good for hobbyist developers as well.
The gamification market is different throughout the world. In the US, you will find a lot of couponing and cross channel uses such as print on everyday products. In Europe, campaigns are more about prospects/lead collections and social network/ web/ mobile and some print ad (newspaper) campaigns.