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Flavored by Authenticity: How Personal Experiences Amplify Narrative

Game Design Aspect

Juliana Loh Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX and art direction. His latest book is Gaming SEL: Games as Transformational to Social and Emotional Learning (bit.ly/GamingSEL). GamingSEL). For more, please visit MatthewFarber.com.

Writing 52
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Upcoming Panel at SXSW Online 2021

Game Design Aspect

Now she builds strategy for and sources leading-edge content for Oculus, lectures on the intersection of art and code for UCSC in Games and Playable Media, wrangles a monthly column on science-fiction in videogames over at Amazing Stories and writes about how all these app-driven superpowers are going to change the human race.

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Hogwarts Legacy: The Good & the Bad in a Magical World

iXie gaming

This makes it imperative to iterate the importance of gaming analytics services as with a bigger player churn, there is more data that can be collected to improve a game’s UI-UX. Morality System, Quidditch & Exclusive Content. The community has had mixed views on the contents of the collector’s edition.

Editing 52
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Upcoming CIMFest Keynote: Flavored by Authenticity

Game Design Aspect

Juliana Loh Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX and art direction. His latest book is Gaming SEL: Games as Transformational to Social and Emotional Learning (bit.ly/GamingSEL). GamingSEL). For more, please visit MatthewFarber.com.

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“True Ownership” - The Game Economy Trilemma

Deconstructor of Fun

Indeed that’s the expectation for almost any game, that the majority of players can participate and experience most of the content (at least in theory). Doing this without kicking off a “race to the bottom” positive feedback loop which takes asset prices close to zero is a non-trivial problem. You’ve found one.

Asset 65
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Reality, Upgraded: Navigating VR/AR Gaming with Alex Silkin

Game Dev Unchained

. “It’s also, I think, in some ways a little scary that one device from one single company can theoretically replace every single device and can now sit right between the consumer and all the other content out there,” he mused. The discussion also addressed the challenges of producing quality content for VR.