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Episode highlights:
- 0:30 How did Daniel Kammerer get into games?
- 3:26 What exactly is level design?
- 5:20 What would the level building process look like for a match 3 game like Candy Crush Saga?
- 8:11 How much should a level designer be playing the level to ensure it is correct?
- 9:28 Designing a level with procedurally generated landscapes.
- 12:57 Handcrafted design vs procedurally generated design.
- 17:37 Should level design be a server side push or should that be built into the client?
- 21:45 Testing levels before rolling them out.
- 25:24 Is BETA testing worth the possible production delay?
- 30:49 Does level design heavily rely on community input?
- 36:00 Maximizing the first time user experiences from a level design perspective.
- 42:43 Creating a better user experience by tailoring the game to your specific target audience.
- 48:15 How to keep more players around longer.
On today's episode of the Mastering Retention show, we have our first artist: Riana McKeith! She is the Art Director at TreesPlease Games and has an incredible amount of experience in game art not only in the corporate setting but also in the startup environment.
Episode notes:
in today's episode of the Mastering Retention show, Tj’ièn Twijnstra the Game Director at Story Giant Games joins Tom to talk about how to create strong enough meaningful narrative connections in your games and how to implement gameplay into that narrative.
Episode highlights:
Follow Tj’ièn’s blog here.
In this episode of the Mastering Retention show, Mădălina Vlădău the Live Ops Manager at Ubisoft RedLynx talks to us all about LiveOps tools! From what LiveOps tools are to how should they be implemented.
Episode highlights:
On today’s episode of the Mastering Retention show, Tom talks to Keeley Bunting, the Executive Producer at Outplay Entertainment. When the episode was recorded, she was transitioning from being a lead game designer to being the executive producer at Outplay and she tells us how the transition is going and how she got there. She’s the lead on the Gordon Ramsay, Chef Blast free-to-play mobile game.
Episode highlights:
In this episode of the Mastering Retention show, Hadrien Carpentier, the Game Lead at Oh BiBi joins us to talk about their game, FRAG Pro Shooter, and having an audience-first approach. He also goes over how they are doing without a game designer!
Episode highlights:
In today’s episode of the Mastering Retention show, Niek Tuerlings, the senior game designer at Voodoo, tells us all about the new game they are working on: Plantopia. He tells us all the things they’ve learned, how they got to where they are and what they are expecting. If you are currently designing a game, you don’t want to miss this episode!
Episode topics:
Check out Niek's blog here
In today’s episode of the Mastering Retention podcast, Alex Clark, Game Designer at Nitro Games, talks to Tom about everything mobile shooter related!
Episode highlights:
On today’s episode of the Mastering Retention podcast, Tom talks to Benjamin Charbit the Co-Founder of DareWise about his most recent game development: Live Beyond. He and Tom talk all about the experiences he and his team are building for this game and some of the things they’ve learned and discovered in the process.
Episode notes:
Jason Schklar is the founder of UX is Fine! and has led teams and provided product, design, and UX direction both as a sought-after consultant and as a studio leader at Amazon, Big Huge Games, Disney, Microsoft, and Zynga. In today's episode, he talks about the importance of UX in game design.
Today's highlights:
Connect with him on LinkedIn here and follow Jason on Twitter here
https://uxisfine.com/
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