The Art of Game Design - Book Review

Finally finished reading the famous “The Art of Game Design: A Book of Lenses” by Jesse Schell. Jesse Schell is a professor at CMU ETC (which happens to be my dream graduate school :D) and an experienced game designer. Throughout the book, he often explains some abstract concepts by his actual experience in game designing (especially from the game Pirates of the Caribbean: Battle for Buccaneer Gold and Toontown Online which he designed) and performance art (he was a juggler during his teenage years).
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2D Fireworks Effect with Unity Particle System

Using particle systems is a wonderful way to improve the juiciness as well as the aesthetics of your game. When making my rhythm game Boots-Cuts, I used the particle system in Unity to display a little firework effect whenever a music note is hit on-beat. In this article, I’ll demonstrate how to make such an effect. Texture and Material First, we’ll have to import the the graphics which we would like the particle systems to emit (aka.
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kQq: Mobile to Standalone

I’ve published my first game kQq on iOS App Store and Google Play in February. Though the sales were far from success, I’ve learned a lot (or rather I like to use this excuse as self-consolation…). Thinking that this game would also work on standalone platforms and that I would gain some precious experiences by porting the game to standalone platforms, I started working on the redesign of the project and published a Steam Greenlight page for it.
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Zero Budget Marketing for Indies

Marketing is an annoying and boring task…at least for most of the indie game developers. However, you have to admit, marketing helps. It raises awareness among the potential audiences and possibly boosts the sales of your game. The problem is, indies have limited budget, so it is impossible to practice the marketing skills which AAA companies use. As I went through the process of developing and publishing my first mobile game – kQq, I learned some basic marketing skills by reading tons of marketing articles as well as trying everything possible.
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Mobile Game: Portrait or Landscape

Modern mobile devices usually have a rectangular screen which one side is wider than the other. This results in a crucial design problem: which screen orientation is the best for mobile games? This seems to be a rather simple and unimportant issue. However, whether the game is in portrait or in landscape could significantly influence the experience of the players. Overall, to determine whether a portrait or landscape screen suits your game better, you should ask yourself these questions:
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Music Syncing in Rhythm Games

Recently, I’ve started my beatbox rhythm game project Boots-Cut using Unity. When prototyping the basic game mechanics, I found that it is quite tricky to sync the music notes with the music correctly. However, there are very little articles on the web concerning this subject. So, I will try to point out some important tips when developing a rhythm game (especially in Unity) in this article. Among all, I found the following three points with most importance:
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Recording and Playing Audio in Unity

Just published my Recordable Launchpad app on the iOS App Store and Google Play! Actually, the project was created accidentally when I was testing out Unity In-App Purchase, Google Admob Unity SDK, the “Prepare iOS for Recording” checkbox, and Audio Latency. Since integrating Unity In-App Purchase and Google Admob are rather straightforward, I would be writing mostly about (the more troublesome parts, which are) Serializing and Deserializing AudioClips Getting Rid of Audio Latency Prepare iOS for Recording and iPhoneSpeakerFix in this article.
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