1. | Creating Compelling Experiences | Amy Jo KIM | 634 | |
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2. | Music Creation Tips & Avoiding Common Mistakes | Walz | 616 | |
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3. | Avadon: A Case Study In Storytelling | Jeff VOGEL | 511 | | Avadon: The Black Fortress
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4. | Building an MMO by Yourself | Robby ZINCHAK | 420 | |
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5. | Exploring the Linkage Between a Successful Digital Campaign and Gaming | Sid TIWARI | 404 | |
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6. | Crash Course in Building Your Indie Game Studio | Quoc Tran | 334 | |
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7. | 4,000 Adams at 90 Frames Per Second | Yi Fei Boon | 332 | |
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8. | Player Type Theory: Uses and Abuses | Richard BARTLE | 263 | |
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9. | Architecting Games in Unity | Rus SCAMMELL | 262 | |
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10. | Designing Original Games | Daniel COOK | 249 | |
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11. | DIY: Indie Game Dev from Napkin to Profitability | BIRKETT, ROGULA, NEVILLE, BAXTER | 238 | |
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12. | UI/UX Design Principles for Kids Apps | Ashley Samay | 236 | |
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13. | Game Design for Games-As-Service | Raph Koster | 235 | |
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14. | Dissecting World of Tanks Monetization | Teut WEIDEMANN | 215 | | World of Tanks
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15. | Building Flash Games with Adobe Gaming SDK| Howard | 211 | |
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16. | How to Have Success in Hyper Casual Games | Joyce Xu | 202 | |
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17. | Your First F2P Game: Where You Will Go Wrong | David EDERY | 188 | | World of Warships
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18. | Unreal Engine 4: Building a Small Game Live in 30 Minutes | Sjoerd DeJong | 181 | | Unreal
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19. | One Man Indie Game Development: The Survival Guide | Erick GARAYBLAS | 179 | Guide |
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20. | 10 Things That Will Sell Your Indie Game| Tomas Ahlstrom | 169 | |
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21. | Keeping It Personal -- Bringing Human Stories to Games | Kan GAO | 167 | |
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22. | How to Start Monetizing Your Game with Unity IAP | Angelo Ferro | 162 | |
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23. | The Game Life-Cycle and Game Analytics: What Metrics Matter When? | Mark GAZECKI | 161 | |
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24. | KPI Benchmarks for Mobile F2P Games | Oliver Kern | 142 | |
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25. | State-of-the-Art Slot Machine Design | Al THOMAS | 137 | |
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26. | Then & Now - How the Indie Landscape is Evolving | FIRESIDE CHAT | 136 | |
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27. | Awesome 2D Game Animations with Spine | Stefan NGUYEN | 136 | |
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28. | Voodoo's Approach to Publishing Hit Games | Corentin Selz, Alexander Shea | 126 | |
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29. | You're Spending Too Long Making Your Game | Jake Birkett | 109 | |
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30. | Postmortem : Intrusion 2 | Aleksey ABRAMENKO | 108 | | Intrusion 2
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31. | Only in VR: The Secret to Great VR Game Design | Patrick O'Luanaigh | 106 | |
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32. | Closing the Loop: Enhancing User Experience with Monetization | Tal Shoham | 103 | |
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33. | Chipmusic and the Science of Knob Turning | Rich VREELAND | 99 | |
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34. | Designing Educational Games for Fun: Throwing out the Chocolate-Covered Broccoli | Jenna HOFFSTEIN | 98 | |
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35. | Composing Memorable Melodies for Casual, Social & Mobile Games | Aaron WALZ | 97 | |
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36. | Mobile Ad Monetization for Games | Christian Calderon | 93 | |
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37. | Designing Core Loops | Suleman ALI | 91 | |
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38. | This, Not That! Mobile Game Design Best Practices | Ray LONG | 91 | |
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39. | 3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan | 88 | |
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40. | How to Develop PlayStation® games with Unity| Tada, Chuah, Kaminaga | 88 | Let's Play |
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41. | Raising ARPPU & Conversion in your f2p Game | Teut Weidemann | 81 | |
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42. | Muslim Representation in Video Games | Osama Dorias | 81 | |
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43. | 1 Million Downloads in a Month -- How Indies Can Make It Happen | Simon NEWSTEAD | 76 | |
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44. | 10 Coders to 110: 16 Years of Bungie Engineering | Luke Timmins | 72 | |
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45. | Postmortem: Red Ball 4 | Eugene FEDOSEEV | 72 | | Postmortem
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46. | Where's the Money in HTML5 Game Development? | Chris HUGHES | 71 | |
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47. | Your Brain on Games: The Hidden Psychology of Gaming | DETSARIDIS, FERGUSSON, LAZZARO, TERCEK | 71 | Vlog |
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48. | Match-3 or Not Match-3, That is the Question | Darina Emelyantseva | 70 | |
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49. | Industry Lifecycles | Raph Koster | 69 | |
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50. | Rami Rambles About Design Problems | Rami Ismail | 69 | |
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51. | App Store Optimization: What You're Probably Doing Wrong | Yonatan Dotan | 65 | |
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52. | Mathematical Analysis of Game Mechanics | Nick BERRY | 64 | |
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53. | Common Mistakes in F2P Design | Teut Weidemann | 61 | |
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54. | Interview with Jordan Casey, Casey Games at Casual Connect Indie | 60 | |
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55. | Doubling Day 7 Retention | Layton HAWKES | 57 | |
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56. | High Five to Casual Connect! CC Europe in Amsterdam 2016 | 56 | |
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57. | The Evil Game Design Challenge | FOE, COSTIKYAN, LEVY, RUBENFIELD | 56 | | Evil Dead: The Game
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58. | Social VR, Learnings from Rec Room | Cameron Brown | 55 | | Rec Room
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59. | Understanding the Data from Steam Spy | Sergey Galyonkin | 54 | |
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60. | Simulating 10,000 Guests in Planet Coaster | Owen McCarthy | 54 | | Planet Coaster
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61. | Maximizing Monetization in Free to Play Games | Emily GREER | 54 | |
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62. | Data Scientists Need Not Apply: How Anyone Can Do Game Analytics | 53 | |
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63. | A conversation with Ouya CEO Julie Uhrman | 52 | |
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64. | Post-Mortem on Transitioning from Flash to Haxe | Doug Pearson | 52 | |
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65. | Why You Will Never Get Funding | Jason Della Rocca | 52 | |
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66. | Designing Simple UI for Great User Experience: Createrria Case Study | Wojciech BORCZYK | 51 | |
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67. | Keys for Mobile Game Marketing Success | Agell, Schultz, Seyler, Kriese | 50 | |
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68. | How to Use Loot Boxes Without Upsetting Players | Teut Weidemann | 49 | Guide | Hearthstone
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69. | Unity VR and the Making of Ready Player One | Jake Simpson | 49 | |
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70. | Building a Social Casino App | Mark Beck | 48 | |
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71. | Maximizing Player Retention and Monetization in F2P Games | David CHIU | 47 | |
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72. | Congratulations, You Died! | Nicholas VINING | 47 | | Dungeons of Dredmor
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73. | Vlambeer - The Indie Business Model | Rami ISMAIL | 47 | |
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74. | Using Theory & Ear Training to Create Better Video Game Music| Aaron WALZ | 47 | |
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75. | BlackBerry 10, If You Are Serious About Gaming! | Anders JEPPSSON | 46 | |
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76. | Successful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy | 46 | |
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77. | Mastering Prototyping: How to Quickly Playtest Your Game | Ron Rejwan | 45 | |
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78. | The Complete Game Startup Turnaround | Vlad MICU | 44 | |
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79. | Designing a Graphic Adventure from Beginning to End: Do's and Don'ts | Hernan Lopez | 43 | |
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80. | A Beginners Guide to Growth Hacking | Nick BERRY | 43 | |
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81. | The Top Grossing Mobile Games: Dissected and Explained | Nebojsha Mitrikeski | 42 | |
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82. | The Tower Of Want | Ethan Levy | 42 | |
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83. | Evil Game Design Challenge 2 | Ben COUSINS, Teut WEIDEMANN, Laralyn MCWILLIAMS, Scott FOE | 42 | | Minecraft
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84. | Virtual Currency Trading: The Past And The Future | Autumn RADTKE | 41 | |
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85. | Dissecting League of Legends Monetization | Teut WEIDEMANN | 40 | | League of Legends
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86. | Game Mechanics and Mathematics for Beginners | Anwar DALATI | 40 | |
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87. | Mobile Game Monetization for Indies | Martine SPAANS | 40 | |
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88. | Newbie to Big Spender: Understanding the Player Lifecycle | Emily GREER | 39 | |
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89. | Bad Monetization Mechanics | Teut WEIDEMANN | 38 | |
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90. | The Secrets of a Moderate Success: An Indie's Tale of The Long Tail | Joe CASSAVAUGH | 38 | |
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91. | What Makes a Mobile Game Successful? | Joel BERGER | 37 | | Clash of Clans
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92. | Consumer as Producer: Games & Video Converge | Panel | 36 | | League of Legends
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93. | Dissecting King Games | Teut WEIDEMANN | 36 | | Candy Crush Saga
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94. | The Business and Law of eSports (in 20 minutes) | Jas Purewal | 35 | |
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95. | 4 Million Downloads in 4 Days: A Postmortem for Jenga iOS | Nick BHARDWAJ | 35 | | Jenga
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96. | Kid KPIs and the Launch of Animal Jam – Play Wild! | Clark Stacey | 35 | | Animal Jam: Play Wild!
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97. | Get Your Game Out There: Publishing 101 | Juan GRIL, Chris NATSUUME | 35 | |
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98. | Practical Level Design Lessons | Elad Drory | 35 | |
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99. | Building Immersion in HOPA Games | Vladimir ZIVKOVIC | 34 | |
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100. | Skynet and You: Game AI for the Uninitiated | Luke DICKEN | 34 | |
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