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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsPractical Guides in Mobile Game Development - 3 articles
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Author Topic: Practical Guides in Mobile Game Development - 3 articles  (Read 3354 times)
oodavid
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« on: July 29, 2014, 11:29:06 PM »

I've started writing periodical articles about Mobile Game Development, I'm trying to stay away from coding and design in order to focus on implementation, lifeskills, finance and business. If anyone would like to contribute I'll happily update the thread Smiley

First Time User Experiences In Games

Creating a tutorial and using data analytics to ensure you don't scare away players

A War Board for The Home

Getting shit done while having a life

What Shakespeare can teach us about User-Interface Flows

Why its important to hammer home your level goals and celebrate the wins

Planned Articles

Turning your Game into a K-Factory - the real deal of MUU MAU DAU etc.

Assign your Tasks to a K-Factory Grid - using MUU MAU DAU to influence the priority of your tasks

A Workout for Productivity
« Last Edit: December 07, 2014, 07:23:39 AM by oodavid » Logged


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latest release: 13th March 2015
oodavid
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« Reply #1 on: August 06, 2014, 01:14:28 AM »

First Time User Experiences In Games

First Time User Experiences (FTUE) are used to explain concepts and interfaces to new players so that they can start enjoying your game as quickly as possible. To create a FTUE that is punchy, relevant and adaptable is no easy task and often overlooked by novice developers; I’m tempted to say that a good FTUE will add more value to your game than anything other single element...



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« Last Edit: September 01, 2014, 01:50:41 AM by oodavid » Logged


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« Reply #2 on: August 27, 2014, 03:01:35 AM »

A War Board for The Home

At work we use Agile practices to keep the wheels of development turning, but when trying to bring these techniques home I realised they were a bad fit. Do you want to explain to my wife about sprints, burndowns and backlogs? Me neither. What’s the point?

At home I need to balance my personal projects (Molecule Match) and my actual life. Things are fluid and fun, but I still want to crack on and get things done, not to mention the fact that I’m a massive scatterbrain and forget the things I need to do!



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« Last Edit: September 01, 2014, 02:17:14 AM by oodavid » Logged


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« Reply #3 on: September 01, 2014, 01:49:29 AM »

What Shakespeare can teach us about User-Interface Flows

Many art-forms use a simple presentation pattern that helps audiences retain information and enjoy the experience: in the theatre, cinema, the TV and even the classroom.

In this short article, I break down the pattern, give some examples then show how to use it as a guide when designing User-Interface (UI) Flows.



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« Last Edit: September 01, 2014, 02:14:01 AM by oodavid » Logged


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