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Co-Opportunity: Lessons Learned Working Full-Time

Game design student Jake Carfagno recalls his recent experience working full-time as part of Drexel University's cooperative education program.

7 Essential Elements For Building Tension In Horror Games

Daniel Jones highlights the methods that horror games employ to build tension, explaining how you can keep players engaged in the face of fear.

Mottos And Mission Statements: 4 Steps To Branding Your Studio

Square Enix global brand manager Jamin Smith examines the four critical steps he's taken in building a brand for independent studio Superstring.

Launching TwinCop: 7 Days Of An Indie Dev's Journal

Kartik Kini chronicles the story behind his first major indie game release, briefing developers on what they can expect in the week before launch.

Postmortem: Elimination

New York University PhD candidate Ahmed Khalifa explains how his team gathered player data to evaluate the design decisions made during a recent project.

Was It Worth Quitting My Job To Make A Game?

Armaan Sandhu breaks down the financial realities of quitting a full time job in order to pursue the solo development of his recently released project Rainswept.

How We Launched Our Game With No Marketing Budget

Pixeljam's Miles Tilmann lays out the logistics of launching a game with little or no marketing budget, including tips for reaching out to your audience.

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  • Postmortem: Elimination [06.20.19]
  • img New York University PhD candidate Ahmed Khalifa explains how his team gathered player data to evaluate the design decisions made during a recent project.