Posts Tagged ‘Reading’

True to Design: What I’m Reading

December 17, 2012 Leave a comment


Postmortem: State of Play’s Lume:

The Making of Warcraft‘s Multiplayer:

When Players Make The Rules: On Memes and the Meta-Game:

10 Questions and Answers for Managers about Praise:

The 5 Perils of Leadership:

Everything You’ll Ever Need To Know About Gamification:

Rebooting Lara: Rhianna Pratchett on Writing for Tomb Raide:

How Can Gameplay Allow Players to Get Creative?:

How to design a game economy:

What Do Investors Look for in a Game Developer?:

Three Ways to Behave Yourself to Better Leadership:

The Traits That Make RG III a Leader:

Supercell’s Secret Sauce:

Suck at Coding, But Make Games Anyway:

Free-to-Play: The Lost Generation:

Leadership Lessons from Yoga: The Benefits of Staying in the Room:

From Torment to Eternity: Chris Avellone on RPGs:

Leadership Lessons from Yoga: The Benefits of Staying in the Room:

Are You Managing Penguins or Polar Bears?:

Seven Habits of Highly Effective Programmers:

True to Design: What I’m Reading

November 12, 2012 Leave a comment

How One Studio Saved Itself From the Downturn:

The Evolution of Puzzle Craft:

EVE Online and the meaning of ‘sandbox’:

Postmortem: 5 lessons learned making Diamond Dash mobile:

Shifting your Leadership as your Company Outgrows the Start-up Phase:

What Would Geralt Do? Witcher 2‘s Approach to Choice and Decision:

An Assassin’s Revolution:

Five Things Leaders Can Learn from Mayor Bloomberg About Crisis Communications:

Postmortem: Humble Hearts’ Dust: An Elysian Tail:

How to Design Your iOS Game to Grow: Learning from the Style of Tiger Style:

The Tightrope Walk: Hitman Absolution, Freedom, and Realism:

5 Big Ideas: What’s Next for Leadership Development?:

6 rules for writing F2P messaging your players will actually read:

The End of the Journey: One Indie Studio’s Tale:

The Tip of the Iceberg: Storytelling and Reactive Design in Canabalt and Capsule:

Q&A: Tenchu developer talks stealth, now that it’s back in fashion:

Is Game Music All It Can Be?:

Game Developer magazine’s Power 50: Design:

The Walking Dead, Mirror Neurons, and Empathy:

Guest post: How much does the #1 game on the iOS store earn in a day? $199k (I think):

Strategies for Answering Your Customers’ Toughest Questions:

Simplifying Leadership with the 3C Disciplines:

Why Middle Managers Need to “Fire” Themselves as Supervisors:

Postmortem: Sony Bend Studio’s Uncharted: Golden Abyss:

True to Design: What I’m Reading

October 29, 2012 Leave a comment

Funcom’s Vision for the Future of MMOs :

Online behavior: trolls still trolling trolls:

The Next Great Desktop Gaming Platform?

5 Ways to Make Sure You Don’t Fall off the Fast-track:

Leadership and Life Lessons from the Baseball Playoffs:

Save-scumming is Perverse Optimization :

CastleVille: A GDC Online post-mortem:

League of Legends draws more daily players than Zynga’s biggest hits:

The Shifting Continuum: An Arc System Works Interview:

When does effective free-to-play design become an ethical matter?:

GDCOnline: UO Classic Game Postmortem:

Tiny MMOs, Massice Opportunities:

User-generated content: When game players become developers:

MechWarrior Online‘s unconventional crowdfunding pays off:

The Free-To-Play Triangle [Game Economics] :

The Next Twenty Years: What Windows 8’s Closed Distribution Means for Developers :

This is the future of free-to-play:

Interview: What’s next in game narrative, with Emily Short:

CCP Online’s three design pillars for sandbox MMOs:

Walk the Talk: Four Tips to be an Extraordinary Leader:

Age of mobile: Ensemble founder Goodman on his new iOS battles:

Respecting women players without ‘girling it up’:

Emergent gameplay, F2P key for MMO user retention problems:

Bubble Witch Saga monetizes 3 times better on iOS than on Facebook:

The Sound Design of Journey :

GDCOnline: A Theory of Fun, 10 Years Later:

Social players don’t want to read your text — or do they?:

Building better communities: The next challenge for free-to-play:

More variety in free-to-play is on the horizon, predicts Kongregate:

10 Social Game Lessons from 2012:

The Technological Singularity and the Future :

Hitting the Brick Wall near Singularity:

Making everyone feel like a star in a multiplayer game:

Postmortem: Stardock Entertainment and Ironclad Games’ Sins of a Solar Empire: Rebellion:

Making Kratos More Human:

Mobile/Social Games Are Not Safe [TechCrunch}:

The benefits of making your players suffer (and maybe throw up):

Tell Facebook you want synchronous gameplay – you might get it:

Don’t miss out on extra cash from R&D tax credits:

Shaping the Future of Facebook as a Game Platform:

Sponsored Feature: Drawing Basics and Video Game Art: Character Design:

The State of the Vita, 2012 :

Rapid Prototyping: Tips for Running an Effective R&D Process:

Purpose Must be a Priority:

You Don’t Need to Solve for 100%:

Persuasive Games: Words With Friends Forever:

25 Tips for New Managers:

Pokemon‘s Secret Ingredient :

Peter Molyneux: Everything’s Changing:

How to Defuse an Inbox Hand Grenade:

Adding Asynchronicity :

85 percent of US social players don’t come back after first day:

Getting ‘anti-social’ on Facebook with Game of Thrones: Ascent:

From DICE to Danger Close: The Man Who Changed Medal of Honor :

You Have to Speak for the Work:

Fire, Blood, Explosions: Prototype 2‘s Over-the-Top Effects Tech:

Spam Me Not: Shouting above the noise in the game world:

Lessons in Launching Virtual Worlds:

The stressful life of Middle Eastern game developers and reality of their craft:

True to Design: What I’m Reading

October 15, 2012 Leave a comment

Raph Koster  OGDA meeting:

Great Story, Bad Game: Should The Walking Dead Be Nodal?:

How to Use a Leadership Coach:

Inafune’s Onward March to Independence:

Storytelling Without Stories: Writing for Infinite Replayability:

Making a Prototype of the Future: The Development of Immercenary:

Can Film-Inspired Project Financing Work for Games?:

What Replacement Refs Show About Leadership Confidence:

The mixed blessing of ‘Girlfriend Mode’:

Six purposes non-combat pets serve:

How Resident Evil 6 Happens:


Memorial: Composer Ryu Umemoto:

Deep Dungeon: Exploring the Design of Dark Souls:

Seven First Year Mistakes Senior Executives Make:

Closing the Door… on Closure:

10 Tips: Increasing the Effectiveness of Producers:

Categories: True to Design Tags: , ,

True to Design: What I’m Reading

September 17, 2012 Leave a comment

True to Design: What I’m Reading

September 10, 2012 Leave a comment

Overcoming the Temptations of a Leader:

No Good Deed – Narrative Design in Spec Ops: The Line:

5 tips for making fighting games with giant monsters:

Managing Remote Employees: Lessons Ancient Rome and Today:

The Challenges of Choosing the Right Way to Grow your Company: Build, Borrow or Buy?:

The Metrics of Space: Tactical Level Design:

Does Zynga really need a FarmVille 2? You bet:

Keeping your team on the same page, the Insomniac way:

Next Generation Monetization: Supremacy Goods:

Forget violence: Do co-op games make us less aggressive?:

The 4 pillars of making a truly great game, according to Insomniac:

True to Design: What I’m Reading

August 28, 2012 Leave a comment

Effective Co-Op Design:

How to be a Leader in a Crappy Culture:

6 tips for writing video game dialogue that’s actually funny:

Your Kickstarter project got funded… Now what?:

Want to be Surrounded By a Thriving Local Games Industry? Grow Yours:

For Peter Molyneux, simplicity is scary:

How to get a job as an animator in games:

You’ve Bought It, Don’t Break It :

Inside Unity’s evolution:

Best Tips for Building a Freelance Career:

Empowerment is Not Enough:

Big Ideas: Video Games According to David Cage:

How Camouflaj saved République‘s Kickstarter:

Reach out and touch Angry Birds:

3 Things You Can Learn from the Navy About Saying Thank You for a Job Well Done:

What’s Really Going Down in Vancouver?:

The Designer’s Notebook: Machinations, A New Way to Design Game Mechanics:

The Importance of Succession Planning and Talent Management: A CEO’s Perspective:

The Fundamental Pillars of a Combat System:

MMO designers need to focus more on the ‘why’, not the ‘what’:

Secret Knowledge from the Future: