Posts tagged ideas

Mitch Zamara is Creating a Global Gaming Community | Casual …

… Design Lead, FunPlus Game. Mitch Zamara, game design lead at FunPlus Game, says that for him, the greatest fun in the games industry comes from seeing his ideas become reality and knowing he is creating entertainment for millions of people. … The biggest challenge the game industry is currently facing, in Zamara's opinion, is the negative stigma mobile and social games have acquired as a result of the tactics used in gaining virality. Although there are people

Stage Intern Game Design / QA in Amsterdam | Stagemotor.nl

We have an internship position available in QA and game design , to work on existing and new mobile social games. You will be evaluating (parts of our) social games and are able to make your ideas for improvement visual in

The gamification brain trust: 6 experts on why game elements are …

We are a design company. I have been doing both game design and web and social media design for a long time, before gamification was around. I've long been interested in sharing my ideas about how to take much of what …

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The gamification brain trust: 6 experts on why game elements are …

Games With A Cause (And Not Much Else) | Game Central 247

By David Daw, PCWorld Apr 21, 2012 9:00 AM Earlier this month we saw the launch of the beta for SuperBetter, an online game that promises to help you. … I'm not sure if the movement just believes it's still necessary to inform the wider population about their ideas before they really get into the nitty gritty of game design or if they're actively afraid of some of the tougher challenges of reconciling traditional game design with social change. Either way, they're doing their …

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Games With A Cause (And Not Much Else) | Game Central 247

watch weblogs » Blog Archive » Atari 2600 still schooling game …

To be sure, Bogost’s talk was somewhat abstract and he wasn’t drawing direct game design conclusions. Rather, he was trying to explore the ideas that simplicity is often a better approach than trying to do too much, … Instead, by carefully thinking about the experiences that people enjoyed in the past and applying them to the 2600, game designers in the 1970s and ’80s were able to make titles that combined the best aspects of social environments and bring them into the …

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