Second article about Legends of Runeterra, the CCG by Riot Games.
This one explores its gameplay mechanics, how the game has solved the problems of its closest competitors, and which are its key innovations.
First of a trilogy of articles that breaks down Legends of Runeterra, the CCG by Riot Games.
This one reviews the genre market status, Runeterra’s position on it, and future perspectives.
Not an article, but rather a quick update of what I am doing this month: GDC, Level Up 2021, Euler Tools and more!
Predictions & thoughts on each of the new Clash games announced by Supercell.
Will they become hits?
Quick analysis and first impressions of this new free-to-play MMORPG based on the Magic franchise.
Autochess was the hottest gaming trend in 2019, but not anymore.
We explore its history, market status and audience, and the design flaws that stopped it from becoming the new MOBA.
Currencies are the pillar of every F2P in-game economy…
But what types of currencies are out there, and which ones does your game need? Let’s find out!
Set the currencies for your game, their unitary prices and how to avoid their future devaluation…
If you’re struggling with any of these topics, I’m coming to your rescue!
Should you run discounts on your IAPs? How?
We answer that and share some tips on how to detect and avoid avoid negative effects from offers.
Currency packs are the core of the monetization of any F2P mobile game.
We share some of the key concepts, techniques and ferengi tricks involved with their creation and balancing.
Many game teams ignore the impact of tech issues.
We explain how to check their negative impact and deal with it without stopping production.
Once a game reaches maturity, how can it keep generating revenue and maintain player interest?
We talk about that while analyzing PCBS ongoing challenges.
All companies struggle to launch new hits. But some have a greater success ratio than others.
What sets them apart?
A static endgame and an inability to surprise players with new gameplay are factors seriously harming the performance of Clash Royale.
Here we attempt to solve these issues by adapting the Set Rotation system from MTG.
Pixel Noire’s UX Designer Miquel Vidal explains us his process for choosing game font and menu design in a horror VN.
We explain a content management structure that could boost both engagement and revenue on your title.
Which Magic: The Gathering has used to monetize its audience in a sustainable way, for ~20 years.
Brief explanation of a technique to create ultra fast pixel art.
I commonly use it in most of my indie projects and jams.
This was the first time that my team was participating on the LD, and our project GARDEN ROYALE got really positive reviews (thank all of you for that!), so I decided to write a couple of articles to highlight some of the learnings we got. You can play it here: https://nyamah.itch.io/garden-royale We are aware that the game is lacking on several elements (bulky shooting mechanics, lack of sound…), but some of
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