Increase Monetisation with the Rich Kids of Instagram

We slip into cognitive biases when making games, the easiest of which is to design and build for ourselves. This is generally dangerous, but especially so when it comes to monetisation design. The majority of your game’s income will come from a very small and specific demographic: You can expect to see around 3% of…

Video: Paula Neves on the Psychology of Game Design

Gazeus Games’ CMO, who has a psychology background, talks about building games based on the underlying emotional needs of subsets of players, often called psychographics. I used this tool for setting vision early on in a project and it can equally be applied later to help ideate features and prioritise a backlog. The foundation for Paula’s…

A Technique For Prototyping 2D iPhone Games

I’ve written about how the design process should be filled with quickly testing theories. Videogames are complex and their constituent parts rarely interact in the ways you expect, so getting something working (or not working) quickly let’s you test your design and fix it. Prototyping, therefor, is one of the greatest tricks in a game…

Gamasutra: What Magic: The Gathering Can Teach Us

It’s no secret that I play a lot of (and spend a lot on) Magic: The Gathering (check out my Planeswalker Points). I think that it has a lot it can teach game designers as they learn and enforce the rules, build decks to make best use of limited resources, discover emergent strategy and the…