Design

Stages of a Game's Lifecycle

Stages of a Game's Lifecycle

It may be surprising to learn that every publisher has their own way of tackling the complete process game publishing. It seems like the work of a designer is fairly diverse, while publishers follow a fixed map of steps. But that’s not the case at all! The process a publisher takes to bring a game to press can have just as much art and personality to it as the process of designing the game in the first place.

There is a lot of room to carve your own path and processes in the world of publishing, and the path to creating a final, finished product is quite diverse. Here’s what ours looks like!

Millennium Blades Design Manual

Millennium Blades Design Manual

Over the past few weeks, as our team has been designing and developing Collusion, I’ve been working on a “Design Manual” for the game. This is the first in a series of Design Manuals that I hope to write for each of our ongoing games. My hope is that it will be of use to playtesters, fellow designers, and fans who want to extend the game with their own content.

Critical Transform - Season Mechanics in EXCEED

Critical Transform - Season Mechanics in EXCEED

Hello, everyone! It’s Marco again and I’m back with another article on EXCEED. By this point, Street Fighter EXCEED should either be on its way to you or in your hands right now! This means that many of you will have at least seen the cards or played a couple of games.

I’d like to, therefore, take this opportunity to talk about something unique to the Street Fighter EXCEED game: Criticals. Specifically, I want to explore season mechanics and how they further sell you on the fantasy of the worlds tied to that season. So, without much else, let’s get into it, shall we?

Cleanup Sustained! – Introduction to Our New Keywords!

Cleanup Sustained! – Introduction to Our New Keywords!

Hey, everyone! It’s-a-me, Marco and I’m here to talk a little bit more about some keywords that you might have seen in some of our Street Fighter EXCEED character reveals, which you can read by CLICKING THIS!

Regardless, I feel that it is important to give you all a little more context regarding these keywords. Many people seem to think they are new. I’m here to blow your minds and debunk that notion!

Seventh Cross v17 - Spooky Haunted Castles

Seventh Cross v17 - Spooky Haunted Castles

Yesterday, we tested Seventh Cross v17, which was the culmination of another 3 weeks of work. I'm happy to finally report that the test went splendidly! I think we have a game structure which we can flesh out, refine, and vary enough to create a Level 99 Game on top of!