Marco Akira

62 Flips | 1 Magazine | 4 Likes | 1 Following | 1 Follower | @MarcoAkira | Keep up with Marco Akira on Flipboard, a place to see the stories, photos, and updates that matter to you. Flipboard creates a personalized magazine full of everything, from world news to life’s great moments. Download Flipboard for free and search for “Marco Akira”

Beyond Scrum: Lean and Kanban for Game Developers

<i>[If you've discovered the value of Scrum agile development while making your game, expert Clinton Keith outlines Lean and Kanban, two ways you can be</i> …

Game Pre-Production? How is it done?

208<p>Posted byu/[deleted]3 years ago<p>Archived<p>Hello redditors!!<p>Can any one please describe the Pre-Production phase in game development process. We are a …

Fun Is Not A Metric

There's a danger lurking the game industry - the rise of the metric-driven game that aims to maximize monetization without consideration for how fun …

Devs can't "create magic" with a spreadsheet in front of them

It's well established by now that the use of metrics and advanced analytics can have a profound impact on a game's business. But it's less examined …

This App Can Make Anyone A Video Game Designer

Draw the design for a level on graph paper, and Pixel Press can translate it into a real, playable game<p>Who hasn't sat on the couch at the end of a marathon gaming session and wondered what it would be like to make a game rather than just play one? With Pixel Press, anyone can do both—no coding …

How (and Why) to Write a Great Game Design Document

Every indie developer or team has asked themselves how best to manage the development process. Is it obligatory to use detailed documentation, such …

Game Mechanics, Incentives & Recognition | Research | The Incentive Research Foundation

To listen to a webinar on the paper, click here.<p>It’s not just the 16-year olds playing games today -- “game mechanics” are being applied in learning …

The Fundamental Pillars of a Combat System

Designing a combat system is a recurrent exercise many designers will have to do in their career. When I had to do this for the first time many years …

On replayability: emotion, mechanics, and necessity

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Rules in Computer Games Compared to Rules in Traditional Games

This YouTube adaptation of my recent DiGRA presentation expands on a couple of the more discussed entries that I’ve written for HobbyGameDev. I’ve …

Game Design Deep Dive: The weapon-crafting system of Mercenary Kings

<i>Game Design Deep Dive is a new series from Gamasutra, with the goal of shedding light on specific design features or mechanics within a video game,</i> …

Game Design Deep Dive: Unlocking Chester in Shovel Knight

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Game Design Deep Dive: Finding the beat in Crypt of the NecroDancer

<i>Game Design Deep Dive is a new series from Gamasutra, with the goal of shedding light on specific design features or mechanics within a video game,</i> …

Game Design Deep Dive: The digging mechanic in SteamWorld Dig

<i>Game Design Deep Dive is a new series from Gamasutra, with the goal of shedding light on specific design features or mechanics within a video game,</i> …

Game Design Deep Dive: Movement in Road Not Taken

<i>Game Design Deep Dive is an ongoing series from Gamasutra, with the goal of shedding light on specific design features or mechanics within a video</i> …

Game Design Deep Dive: Ammo Collection in Wolfenstein: The New Order

<b>Game Design Deep Dive is a new series from Gamasutra, with the goal of shedding light on specific design features or mechanics within a video game,</b> …

Free-to-play hate threatens health of the industry at large

Free to play has an image problem. It's the most influential and arguably important development in the business of games in decades, a …

How to design levels for a platformer

In a previous article, I gave you <i>11 Tips for making a fun platformer</i>. That article had general tips that covered a wide range of game design tasks. …

The Psychology of Flow: What Game Design Reveals about the Deliberate Tensions of Great Writing

A full creative life requires equally that we cultivate a capacity for boredom, as legendary psychoanalyst Adam Phillips asserted, and learn to welcome rather than avoid difficulty, as Nietzsche believed. Great stories, like great life-stories, are woven of the same interplay between fertile ennui …

What are game mechanics?

The phrase “game mechanics” sends a pleasant shiver down my spine. At the heart of every game are these mysterious whirring clicking mechanisms that …

MIT Design Approach Seeks Balance Between Games and Assessment

If Evidence-Centered Design (ECD) was about making games that are built to assess student learning, MIT’s new idea of Balanced Design may be the more …

Examining Emergent Gameplay

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

How (and Why) to Write a Great Game Design Document

Every indie developer or team has asked themselves how best to manage the development process. Is it obligatory to use detailed documentation, such …