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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

A pattern most of us learn in school holds us back from writing clearly. Not games writing mind you, but copy writing – for pitches, store pages, press releases, & everything else. If you’re writing to a publisher or the press, they need to know whether this is useful to them immediately.

Writing 104
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How Much You Should Spend on Board Game Advertising

Brand Game Development

A lot of people obsess over CPC (cost per click) or impressions (number of ad views). What’s important about all the metrics above is that you want to watch the amount of revenue your ads are bringing in, not necessarily the cost per click. If your cost-per-click is $1.00 ” Metrics for Ad Spending.

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How to make your dream game, publish it and not die in the process

Mircosoft Game Dev

The motivation for this article is that many devs asked me to write it for a long time. If you are writing a game, just write things as fast as you can and as simple as you can. If you are planning to make the code cleaner at some point, it has to be because it gets difficult to work with it. Do not bother with design.

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Enticing mix of genres in Ghibli-inspired The Brew Barons by Lifetap Studios

PreMortem.Games

As we were prototyping there was still a feeling the game needed more action. Thus I make an effort to use purchased art assets only as a starting point to then be modified into something more unique and fitting of the aesthetic.” “We built a prototype in our spare time and saw the potential. But that’s not all.

Studios 104
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Explanation of the Gameplay Framework - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. Table of Contents Actually, this article didn’t start like this. After understanding some of the future plans from the game team, I decided to start over and create a guide from the perspective of code-writing and logic mechanisms.

Code 52
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Old World Designer Notes #3: One Unit per Tile

Designer Notes

I was content to move Civ 4 back to a top-down chess-board grid and away from the visually misleading isometric squares of Civs 2-3 , where horizontal and vertical distances were separated by a factor of two.). Few people called for the return of stacks-of-doom, but critics pointed out that carpets-of-doom were just as bad.

Tile 40
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How to Scale A Games Company | Travis Boatman, Gigi Levy-Weiss, & Kristian Segerstrale

Deconstructor of Fun

Some content, I just record and publish. And the point is that you… because you get so used to selling the idea, ultimately you'd know nothing about that idea until you market tested it, until you've, like, started building it, until you start getting some data. They get to a prototype level. Gigi Levy Weiss It's a hybrid.

Games 52