Background
  • arrow_back Home
  • keyboard_arrow_rightgamedevelopment

gamedevelopment

Results 1-13 of 120 remove Page 1 of 10

trending_flat

350+ feature references from the top 100 mobile games.

I've collected 350+ feature references from the top 100 mobile games. What's inside:🎮 FTUE (First Time User Experience)🎟️ Season Pass🎁 Daily Bonus🔥 Starter Pack🛒 Shop🏆 Win/Lose Screens📖 Storytelling...and much moreHow to get it:1. Comment 'references' below.2. Add me as a connection so I can DM you.3. I'll send you the link to the Figma board → Duplicate and use it as you wish.References are gathered using the Playliner platform.

trending_flat

Harsh truth for puzzle game developers:

Harsh truth for puzzle game developers: ✦ You can assemble a ‘’top-tier’’ team,✦ You can analyze the market inside and out,✦ You can utilize the ‘’state-of-art’’ mechanic,✦ You can produce a ‘’decent-polished’’ game,But if you aren’t:✧ Acquiring enough new users,✧ Monetizing aggressively without notice,✧ Using multiple networks for certain time,✧ Keeping your UA campaigns up for long time,You won’t get the results you expect.Take a moment to look at Appmagic Analytic link:https://lnkd.in/dGmX8jJ7There is not a single 2024 Puzzle Release on top.It all looks like ‘’big’’ players are making money.They all started from the bottom though.In today’s puzzle environment its not ‘’just’’ about:↳ Innovation on gameplay,↳ Aggressive UA campaign,Its about how long you can last spending:↳ Money on UA campaigns,↳ Time innovating with ‘’data’’,↳ Time and Money on your team.Its tough out there, But it is still, doable…Cheers! PS: Matej 🦩 […]

trending_flat

Super Cool Event in “Twisted Tangle” by Rollic Games

💡 Super Cool Event in "Twisted Tangle" by Rollic Games 💡 Just came across a brilliant event mechanic in "Twisted Tangle"! 🎉 Here’s the twist: the points or XP you earn to progress through event rewards are based on the seconds left on the timer when you complete each level. ⏱️ So, the faster you finish, the more points you get! 🚀This approach is fantastic, especially for puzzle games with timed challenges. It’s skill-based, so it feels super satisfying for players who master each level. Plus, from a monetization perspective, it’s genius! Players are motivated to beat levels quickly, which could lead to increased booster usage—and when those boosters run out, maybe even some purchases. 🛒What do you think of this timing-based reward system?

trending_flat

Gamedev Learning Resources

Gamedev Learning Resources --- CODE1. YouTube • Brackeys (https://lnkd.in/gChH3YcW) • The Cherno (https://lnkd.in/gY4tWAH6) • CodeMonkey (https://lnkd.in/ghDu7nxh) • FreeCodeCamp (https://lnkd.in/ghDu7nxh) 2. Blogs • Unity Learn (https://learn.unity.com/) • GameDev.net (https://www.gamedev.net/) • Stack Overflow [gamedev] (https://lnkd.in/ghjn2Y5M) • FreeCodeCamp News (https://lnkd.in/gfeY3RBh) 3. Courses • Codecademy (https://lnkd.in/grprAvrn) • Udemy (https://lnkd.in/gSWtv6aB) • edX CS50 (https://lnkd.in/g6mCxmH7) • Coursera: C# (https://lnkd.in/g-bDzrYk) 4. Books • Unity in Action (https://lnkd.in/g7856DEg) • Clean Code (https://lnkd.in/gjh36jum) 5. LinkedIn • Jason Lovett • Frédéric Nowak ☁ --- ART1. YouTube • ArtStation (https://lnkd.in/gRaeb__T) • Marco Bucci (https://lnkd.in/gKXrDRf8) • FZD School (https://lnkd.in/gYv8jGY6) • Cubebrush (https://lnkd.in/g6ZPdrtj) 2. Blogs • 80.lv (https://80.lv/) • Polycount (https://polycount.com/) • Concept Art World (https://lnkd.in/gJbsgZwn) • ArtStation Magazine (https://lnkd.in/g78VG2aC) 3. Courses • Schoolism (https://schoolism.com/) • Udemy (https://lnkd.in/gRUzJubR) • Coursera: Art and Concept (https://lnkd.in/gqJAsUgk) • CG Master Academy (https://lnkd.in/g98n5Dja) 4. Books • Drawing Basics Video Game Art (https://lnkd.in/gycFewTr) • How to Draw (https://lnkd.in/gn3svR97) […]

trending_flat

Start using 70/20/10 Game Design Theory.

In video game design, data reigns seriously supreme. You can start using 70/20/10 Game Design Theory. Building on genre proven mechanics and standards is key to creating next hits. What is 70-20-10? Let me explain, briefly.70% of your design should be proven,Something other games in the genre,Done extremely well,Considered ‘’standard’’ for the genre.20% of it should be something better.Depending on your team,Make something better than top competitorsSomething that team can improve.10% is the element of surprise.Try something new, mix other mechanics,Go crazy, sky is the limit.Minimum risk,Maximum reward.What is your approach at game design?Cheers!PS:This method is really useful for mobile games, but sure can be effectively used in other platforms.

trending_flat

Ultimate career advice for newcomers in GameDev

The ultimate career advice for newcomers in game development: Build long-term relationships with your peers.In this industry, connections are everything.The gaming industry might seem big, but it is like a "small village." You'll keep running into the same people in surprising ways as your career progresses.Here’s why relationships matter:• You never know where your peers will be in 10 years, or where you will be. • A single connection can open (or close) big doors down the road. • Opportunities often come from those you’ve worked with before.So, here’s what to do:• Stay in touch with former colleagues. • Keep your promises and always follow through. • Help others whenever you can.The relationships you build today can lead to unexpected opportunities tomorrow.

trending_flat

Next-Gen Social Mechanics: Next Big Opportunity in F2P

🌐 Next-Gen Social Mechanics in Gaming: The Next Big Opportunity in F2P 🌐 As the gaming landscape continues to evolve, the next billion-dollar opportunity lies in pushing beyond today’s social mechanics and connectivity features. In a world craving genuine connection, games that foster deep social engagement both inside and outside the game environment are set to thrive.Imagine games where players can connect beyond traditional friend lists and chat functions. Instead, they could experience a “Tinder-like” player-matching system, building teams or alliances based on compatibility, interests, or in-game objectives. Picture boosters that activate based on proximity, or resource trading convoys that reward cooperation and strategic trading based on location. These features wouldn’t just offer new play methods—they’d create lasting relationships beyond the screen. And I'm not talking only about location-based games here.🔍 Why This Approach Works in Today’s World?In a society […]

trending_flat

6 key steps on successful puzzle games

I shared the stage with Yunus to discuss 6 key steps on successful puzzle games. Step 6 is the real DEAL! Yunus is the developer behind Hexa Sort,Currently making $15M a month.Published by Lion StudiosThis is not his first puzzle game.He has been fighting in frontlines in this genre.Here are the 6 key steps we discussed:1- Creating a hit mobile puzzle game is not easy:↳ Watching the market, closely,↳ Constant Iteration - (Hexagon theme)↳ Constant Innovation - (Auto Sort)2- You can’t scale a game without a low CPI:↳ Focus on new User Acquisition,↳ Keep your retention high,↳ Iterate CREATIVES as well,3- Level design doesn’t mean quantity:↳ Having 350 levels means nothing,↳ Amount of FUN per level means everything.4- Polished art is not a unique selling point↳ Smooth game play is,↳ Flowing animations are.5- You need patience and practice:↳ What looks […]

trending_flat

Better iterations with OODA Loop

💫 Better iterations with OODA Loop Why typical "Learn, Build, Measure" methodology may be misleading?OODA Loop is a decision-making framework, developed by John Boyd consisting of 4 steps:❶ ObservationIdentify the problem.Gain an overall understanding of the environment.❷ OrientationDefining what should be the next steps and why.What's your timeline and how feasible your solutions are?❸ DecisionCheck your resources and data.Take into consideration all the potential outcomes.❹ ActionDefine who's responsible, prepare the scenarios and take the actions.👉 HOW TO USE IT FOR GAMES?OODA Loop is one of the best approaches when you want to optimize your user experience.First you identify a friction or you want check a UX theory.Then you start checking your data, things like your custom events, your data dashboards, etc.Often you need to write new queries in order to inspect some new ratios and broaden your view.Once you have […]

trending_flat

Patience in Game Development: Key to Iteration and Success

Patience in Game Development: The Key to Iteration and Success ⚙️🚀 Patience is an incredibly valuable yet often overlooked trait in game development. Iteration is key, but it takes time to get it right -- especially when moving from concept to core gameplay. One of the biggest challenges we face is balancing the need for marketability with the risk of discarding good core mechanics. 💡 When testing new concepts, especially in F2P mobile game development, we rely on scientific methods: test marketability, then build fast, test, tweak, and repeat. This iterative process helps us find something that resonates with players and has the potential for commercial success. However, moving too quickly can discard game mechanics that may have blossomed with more time and polish, especially when marketability drives decisions over other factors at early stages. It’s easy to miss out on innovative gameplay […]

trending_flat

Understanding Retention #4: Retention Vs. Rolling Retention

🚨 Understanding Retention Part 4: Retention VS Rolling Retention ❶ What is Retention?Retention measures the percentage of players who return to your game after a specific period (D1, D7, D30, etc).❷ What is Rolling Retention?Rolling Retention takes it a step further. Instead of focusing on a fixed point in time, Rolling Retention looks at whether users continue to return to the game beyond a specific day.👉 For example, instead of asking how many users returned on exactly Day 7, Rolling Retention asks how many users played on any day after Day 7.This metric gives you a broader picture of long-term player engagement and helps you understand how sticky your game really is.❓When to Use Which?· Use Retention when you’re focusing on immediate engagement and onboarding· Use Rolling Retention when you want to calculate long-term stickiness and lifetime engagement patterns✨ Checkout […]

trending_flat

G-STAR 2024 Preview

As we gear up for G-STAR 2024, the largest gaming exhibition in Korea, excitement is building around the major game developers who are unveiling their highly anticipated titles. This year’s G-STAR, set to take place from November 14 to 17 at the BEXCO Convention Center in Busan, promises to be the biggest yet, with 3,281 booths—101% larger than last year. With global gaming powerhouses like Nexon, Netmarble, and Krafton showcasing their latest innovations, here’s a sneak peek at what to expect. Nexon Leads with Massive Presence Nexon, the event’s main sponsor, is expected to draw significant attention with its lineup, though details remain under wraps until the upcoming “Nexon Media Day” on October 30. Speculation is rife that titles like First Berserker: Kazan, which was teased at Gamescom and Tokyo Game Show, will headline the booth. With 300 booths dedicated to their […]

Login to enjoy full advantages

Please login or subscribe to continue.

Go Premium!

Enjoy the full advantage of the premium access.

Stop following

Unfollow Cancel

Cancel subscription

Are you sure you want to cancel your subscription? You will lose your Premium access and stored playlists.

Go back Confirm cancellation