In one of our latest episodes of the New Level Cap Podcast, we discussed some of the effects and causes of burnout throughout the development process. To follow this up, special guest writer Gabe Nelson steps in to show us how playing board games can help with your mental health in general! Take it away!
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!
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.
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?
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!
We're excited to announce that Millennium Blades has secured the title of Best Immersionist Game of 2016 from the Cardboard Republic!
Good game design is not enough–in order to build a good game, the designer must also think about the agents that will interact with the system he or she has created, the players. Players are the most important and integral component to your design, and you need to think about how they will interact with what you’re building as well.