Archive for April, 2012

True to Design: What I’m Reading

April 30, 2012 Leave a comment

NPD: 40% of freemium players pay for in-game upgrades:

Ensemble Studios: From Beginning to End, An Excerpt from Gamers at Work:

Finding Out What They Think: A Rough Primer To User Research, Part 1:

From the editor: Valve’s handbook and the trust phenomenon:

Postmortem: Housemarque’s Outland:

Inspire People to Change:

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True to Design: What I’m Reading

April 23, 2012 Leave a comment

A Line in the Sand: The Spec Ops Interview:

Here’s why you’re surprised when you stink at multiplayer games:

Parallel Mafia bringing the future of organized crime to mobile devices and (possibly) Facebook:

Needs and Gratification Theory and Game Genres:

Intuition, Expectations and Culture: Learning from Psychology to Build Better Game Interfaces:

Study: Teens losing interest in traditional games, prefer social/mobile experiences:

Beware of Hotel California:

Art of Video Games at the Smithsonian :

20 Signs That You Can’t Trusted as a Leader:

The Real Data Behind Movies Becoming Games:

10 Ways to Improve Your Credibility:

Following Your Instincts: Developing Darksiders II:

Make a better game: Limit the player:

‘No Bullshit’: The Management Style Behind Deus Ex: HR‘s Success:

Is it Ever OK to Demote a Manager Back to Their Former Position?:

Gamification Dynamics: Flow and Art:

Defender’s Quest: By the Numbers:

Sponsored Feature: 10 Steps for Top Google Play Store Rankings (Without Spending a Penny!):

Opinion: Let’s talk about why QA sucks:

The Origins of Fun:

How Leaders Can Build a Change-Friendly Culture:

How to Lead Yourself When the Boss is Not Around:

How Does In-Game Audio Affect Players?:

Leadership: It’s the Softer Side That Counts:

Five Ways Games Appeal to Players:

True to Design: What I`m Reading

April 2, 2012 Leave a comment
Categories: True to Design Tags: , ,