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Cover of Get Journalists to Cover Your Game: Lessons from Online Dating, Praying and No Man's Sky
30 min
Game Developers Conference30 min

Get Journalists to Cover Your Game: Lessons from Online Dating, Praying and No Man's Sky

The modern gaming landscape is defined by extreme saturation, with over 4,000 titles launching annually on Steam alone.

  • With over 4,000 titles launching annually on Steam, the extreme market saturation necessitates a shift from broad outreach to highly targeted, high-impact communication.
  • Developers must treat pitches like dating profiles, ensuring the core value proposition is conveyed within ten seconds using concise messaging.
  • High-quality GIFs demonstrating immediate, watchable fun are essential assets for capturing journalist attention in a crowded media landscape.
Game Developers ConferenceMar 2017
Cover of De-Gamification - Flexibility to Play Your Way - Extra Credits
9 min
Extra Credits9 min

De-Gamification - Flexibility to Play Your Way - Extra Credits

De-gamification serves as a critical design methodology that involves the intentional removal or relaxation of extrinsic motivators—such as scores, timers, leaderboards, and resource limitations—to evaluate the core, intrinsic appeal of a game.

  • De-gamification is a design methodology that removes extrinsic motivators like scores, timers, and leaderboards to isolate and evaluate the core intrinsic appeal of a game's mechanics.
  • Developers use de-gamification as a testing tool to determine if movement, exploration, and interaction are inherently engaging without relying on external validation or performance pressure.
  • Removing systemic constraints during development often reveals new creative possibilities, as testers frequently invent their own challenges when freed from rigid objectives.
Extra CreditsMar 2017
Cover of The Art Direction of No Man's Sky
63 min
Game Developers Conference63 min

The Art Direction of No Man's Sky

The visual identity of No Man’s Sky draws primary inspiration from the optimistic, vibrant aesthetic of 1970s science fiction book covers, specifically the works of artists like Chris Foss and Moebius.

  • The visual identity of No Man's Sky is based on the 1970s science fiction aesthetic of artists like Chris Foss and Moebius, intentionally prioritizing vibrant wonder over industry-standard post-apocalyptic grit.
  • The game utilizes a flexible super-biome system that dictates landscape formation based on environmental variables, such as a planet's proximity to its sun, rather than relying on rigid, predictable biome presets.
  • Artistic control is maintained through a blueprint system that applies structural constraints to procedural assets, ensuring visual consistency and readability across ships, flora, and fauna.
Game Developers ConferenceJan 2017
Cover of FTUE: Sky Force Reloaded
9 min
PocketGamer.biz9 min

FTUE: Sky Force Reloaded

The mobile shoot-em-up genre has historically functioned as a staple of arcade-style gaming, but recent market trends show a shift toward integrating these classic mechanics into free-to-play (F2P) frameworks.

  • Sky Force Reloaded successfully integrates traditional skill-based arcade gameplay with modern free-to-play meta-progression systems.
  • The game utilizes a cyclical resource-collection loop, requiring players to gather stars to upgrade ship components like health and main cannons.
  • Progression is managed through a gating strategy that mandates repeated mission play, which serves to balance the game's difficulty curve.
PocketGamer.bizJun 2016
Cover of No Man's Sky: How I Learned to Love Procedural Art
32 min
Game Developers Conference32 min

No Man's Sky: How I Learned to Love Procedural Art

The creation of an expansive, explorable universe containing 18 quintillion planets necessitates a departure from traditional, labor-intensive asset production.

  • No Man's Sky utilizes a procedural generation system based on 2^64 seed values, resulting in approximately 18 quintillion unique planets.
  • To avoid the 'ugly mess' of pure randomness, Hello Games implemented a blueprint system that functions as a template for all assets, ensuring stylistic consistency across procedural variations.
  • The team manages the massive scale of the universe by deploying automated robot drones that visit planets and generate HTML reports with animated GIFs, allowing the four-person art team to audit visual quality efficiently.
Game Developers ConferenceJul 2015
Cover of Doodle Jump creator talks about becoming a brand company
6 min
PocketGamer.biz6 min

Doodle Jump creator talks about becoming a brand company

The evolution of Lima Sky from a mobile game development studio into a dedicated brand management company represents a strategic shift in the digital entertainment landscape.

  • Lima Sky has transitioned from a game development studio into a brand-focused production company centered entirely on the Doodle Jump intellectual property.
  • The company’s strategy involves extending the 'Doodler' character beyond gaming by developing its personality, backstory, and visual identity for various seasonal and situational contexts.
  • Igor Pusenjak emphasizes that the company's success was a combination of hard work and being in the right place at the right time during the early years of the App Store.
PocketGamer.bizJun 2013