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Cover of The Vainglory Story - 5 Lessons From Building a Touch Screen eSport
39 min
Game Developers Conference39 min

The Vainglory Story - 5 Lessons From Building a Touch Screen eSport

The mobile gaming industry is undergoing a fundamental shift as developers increasingly prioritize deep, core-gaming experiences over casual, short-form content.

  • Competitive integrity is non-negotiable for mobile eSports; business models must be strictly orthogonal to player power to avoid the 'pay-to-win' stigma prevalent in the mobile industry.
  • Successful mobile eSports require high-quality, low-latency networking optimizations to mitigate the inherent instability of Wi-Fi and LTE connections, as players will not use fixed-line networks.
  • Contrary to industry assumptions that mobile sessions must be under three minutes, Vainglory successfully established a 20-minute average session length by prioritizing deep, competitive gameplay.
Game Developers ConferenceJan 2018
Cover of IK Rig: Procedural Pose Animation
62 min
Game Developers Conference62 min

IK Rig: Procedural Pose Animation

The IK Rig represents a fundamental shift in animation pipelines by decoupling motion data from specific character skeletons.

  • The IK Rig decouples animation data from specific bone hierarchies, enabling real-time retargeting of movement across diverse character scales, proportions, and species.
  • This procedural system reduces production overhead by applying systemic behavioral rules—such as crouching or carrying weight—without requiring per-character keyframing or redundant motion capture.
  • The rig utilizes real-time spatial anticipation, dynamic footstep tracing, and physical collision detection to mitigate common animation artifacts like foot sliding and environmental clipping.
Game Developers ConferenceJan 2018
Cover of Which of these Two Negative Feelings Is Better?
2 min
Jonas Tyroller2 min

Which of these Two Negative Feelings Is Better?

Human behavior often reflects a preference for comfort and predictability, yet this inclination toward safety frequently results in stagnation.

  • Embracing fear and high-stakes situations is a necessary catalyst for personal growth and long-term development.
  • Choosing the safety of a boring or predictable environment leads to stagnation and a lack of meaningful progress.
  • Boring experiences lack impact and fail to contribute to long-term memory or personal evolution.
Jonas TyrollerJan 2018
Cover of So You Want To Be in QA - The Test Chamber - Extra Credits
8 min
Extra Credits8 min

So You Want To Be in QA - The Test Chamber - Extra Credits

Quality assurance (QA) in the video game industry is frequently misunderstood as a process of aimless play, when in reality, it functions as a rigorous, scientific discipline.

  • Quality assurance is a rigorous scientific discipline that requires testers to use the scientific method to isolate variables and document precise reproduction steps for software defects.
  • Career sustainability in QA depends on prioritizing team culture and proximity to developers over the specific game title, as integration prevents the adversarial dynamics common in outsourced or isolated testing environments.
  • The industry is shifting toward integrated testing models where developers take a more active role in bug identification, reducing the reliance on large, unskilled testing teams.
Extra CreditsJan 2018
Cover of The Vertical Slice Challenge
54 min
Game Developers Conference54 min

The Vertical Slice Challenge

The vertical slice serves as a vital pre-production milestone in game development, functioning as a litmus test for core gameplay loops, technical readiness, and team alignment.

  • The vertical slice must function as a rigorous gate for validating core gameplay loops and technical readiness rather than serving as a marketing tool or aspirational visual demo.
  • Treating vertical slices as visual targets rather than functional milestones frequently leads to unsustainable crunch and hidden optimization requirements during later production phases.
  • Studios should prioritize establishing performance budgets and assessing the viability of core mechanics during a disciplined pre-production phase to identify systemic risks early.
Game Developers ConferenceJan 2018
Cover of Setting Better Goals - Top 3 Tips!
12 min
Jonas Tyroller12 min

Setting Better Goals - Top 3 Tips!

Effective goal-setting requires a strategic approach that balances ambition with actionable metrics. The primary thesis suggests that individuals should establish goals that are slightly beyond their current reach.

  • Prioritize output-based metrics over time-based ones to ensure productivity, as time-based goals often encourage passive participation and inefficiency.
  • Set goals slightly beyond your current reach to act as a motivator, pushing your limits while avoiding the stagnation caused by overly simplistic objectives.
  • Avoid publicizing goals prematurely, as receiving early positive reinforcement can trick the brain into feeling a sense of accomplishment and reduce the drive to execute.
Jonas TyrollerJan 2018
Cover of frictiOns: A Case Study on Experimental Film and Smartphone Culture
Whitepaper8 pages

frictiOns: A Case Study on Experimental Film and Smartphone Culture

The experimental film project frictiOns serves as a critical case study examining the intersection of smartphone culture, digital interface design, and the blurring boundaries between information, entertainment, and labor.

  • Modern smartphones function as 'operational' tools that coerce users into a state of perpetual, active performance, effectively erasing the boundary between private life and public interaction.
  • The 'all-in-one' design philosophy of devices like the iPhone mirrors the formal conventions of first-person shooter games by demanding constant, productive user interaction.
  • Corporate design strategies utilize soft power to position the user as a player within a game-like apparatus, enforcing a hegemonic imperative to remain constantly connected and content-generative.
Press StartJan 2018
Cover of Being Anal About the Rules: How Digital Media and Gamification Redefined MSM Culture
Whitepaper10 pages

Being Anal About the Rules: How Digital Media and Gamification Redefined MSM Culture

This analysis explores the intersection of game studies and queer culture, specifically examining how geolocation-based mobile applications have transformed the sexual practices of men who have sex with men (MSM).

  • Between 1993 and 2002, the percentage of young men arranging their first sexual encounter online surged from 2.6% to 61%.
  • Participation in traditional physical cruising and cottaging spaces declined by a factor of eight as digital platforms became the primary venue for MSM interaction.
  • Geolocation-based hook-up applications function as gamified environments that have replaced historical, clandestine physical 'erotic oases' with augmented-reality platforms.
Press StartJan 2018
Cover of Mini Metro: When Less is More
29 min
Game Developers Conference29 min

Mini Metro: When Less is More

The development of the user interface for the strategy game Mini Metro serves as a case study in how minimalist design choices can foster player discovery and engagement.

  • Mini Metro achieved commercial success with 800,000 units sold and over three million dollars in gross revenue, maintaining a 96% positive rating on Steam.
  • The design team prioritized minimalist UI by omitting complex HUDs, leaderboards, and meta-progression systems to focus entirely on the core gameplay loop of network optimization.
  • Development spanned two years and involved extensive visual iteration, resulting in the creation of over 4,000 images and 112 preview videos.
Game Developers ConferenceJan 2018
Cover of Top 5 Game Design Channels You Should Know
5 min
Jonas Tyroller5 min

Top 5 Game Design Channels You Should Know

Educational resources for game design and development are increasingly accessible through specialized YouTube channels that offer professional insights, technical analysis, and industry perspectives.

  • The Game Developers Conference (GDC) channel serves as the primary industry resource, hosting an extensive repository of expert-led lectures on technology, animation, and design.
  • Mark Brown’s 'Game Maker’s Toolkit' provides structured, high-production analysis focused on the evolution of game mechanics and design theory.
  • Extra Credits offers a human-centric perspective on game development, emphasizing the broader social impact and societal implications of the medium.
Jonas TyrollerJan 2018
Cover of My To-Do List: Organizing a Producer's Work
61 min
Game Developers Conference61 min

My To-Do List: Organizing a Producer's Work

Game production functions as a multifaceted discipline centered on the strategic management of project backlogs, which serve as the primary mechanism for scheduling, prioritization, and conflict resolution.

  • Producers must prioritize long-term project health, team morale, and sustainable working habits over short-term metrics that offer only a false sense of control.
  • Effective production requires distinguishing between complicated problems that follow predictable patterns and complex problems that necessitate flexible, team-aligned solutions.
  • Producers should adopt a servant leadership model that empowers specialists to solve problems, fostering team self-organization rather than relying on micromanagement.
Game Developers ConferenceJan 2018
Cover of Game Movement as Enactive Focalization
Whitepaper21 pages

Game Movement as Enactive Focalization

Yotam Shibolet's essay, published in Press Start (2018, Volume 4, Issue 2), integrates embodied cognition and narrative theory to examine how movement shapes the narrative experience of games.

  • The author proposes 'enactive focalization' as a supplement to Mieke Bal's focalization, defined as narrative perception interpreted through the interconnected dynamics of perspectival and physical movement.
  • The author argues that Jenkins' metaphor of game design as narrative architecture omits that designers also design the dynamics of moving through space, not just the space itself.
  • In Journey, the author argues that the game's spatial geography facilitates movement, while its movement dynamics simultaneously facilitate the experience of spatial geography.
Press StartJan 2018

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