Thursday 18 December 2014

12 business tips for indie game developers

This is a guest post from Paul Taylor of Mode 7, an indie development studio based in Oxford. Their current project is Frozen Synapse, a critically acclaimed multiplayer and single player squad-based tactical game for PC and Mac.  Check it out at www.frozensynapse.com
Paul Taylor
I’d like to take Nicholas’ post on The Future of The Games Industry and expand on one part of it. Go and read that first, then come back!
This post will be of most use to people in the “Anyone Who Wants to Make Games” category, which is where we at Mode 7 would place ourselves. We don’t have ambitions to be the next Zynga or Activision; we want to be small but profitable.
If you find yourself in a similar position, or even if you’re a one-man-band developer trying to make a living from indie games, you may find the following helpful. I don’t pretend to have all the answers – far from it – we’re all learning as we go.

1. Business brain required

To make a living from indie games, you will have to start running your own business.
If this idea scares you, or you find it uninteresting, then get yourself a commercially-minded but creatively-sympathetic business partner immediately.
You should try and get hold of a good business accountant (hard to find!) and get some basic advice from organisations like Business Link.
There is nothing about the basics of running a business which is remotely difficult: your accountant should be able to help you out with anything you don’t understand.

2. Have realistic sales targets

How much money can an indie game make? Well, we’ve now seen that a statistically insignificant percentage of indie games can sell over a million copies!
More sanely, Amnesia, an indie game from a developer with an existing fanbase, which features graphics approaching AAA quality recently managed to sell nearly 200,000 units.
Other indies are delighted when their games break 10k or 20k units.
So, this is a “how-long-is-a-piece-of-string” situation. But suffice it to say, if a new developer told me that his or her PC-only game required sales of over 10k units to break even, I would be concerned for them.
Simon Carless has some interesting sales stats athttp://www.slideshare.net/simoniker/independent-games-sales-stats-101
I think the ideal project duration for an ambitious indie game is 1.5 – 2 years, but that’s just my personal opinion!

3. Concept, Aesthetic, Gameplay


Fundamentally, nobody really knows which games will sell well until they are launched. They can guess; with a lot of relevant data they can make ballpark predictions, but they can’t know.

However, I think there are boxes to tick in order to allow your game a chance of being a decent product:

Concept

There’s no formula for coming up with a great concept; you’re trying to divine something that will appeal to a range of people, or a specific niche that you think is under-served.
Also, there’s almost no point giving direct advice about this, save that it’s important to bear in mind what people other than yourself will think about your concept. Here are four very different games that I believe have very strong concepts; they’ll illustrate my point better than another paragraph of my waffle:
  • Retro City Rampage
  • Farmville
  • Uplink
  • World of Goo
As soon as you encounter each of those games, it’s very clear what’s going on and why you’re likely to have fun if you play them. That’s the goal of a concept.

Aesthetic

Your indie game must look spectacular to even be a mild success. Heaps of visually attractive indie games are coming out literally on a daily basis: just take a look at TIGsource orIndiegames.com or RockPaperShotgun to see what I mean.
People will come for the graphics and stay for the gameplay; you need both. I’m not talking about expensive AAA graphics here; I mean something that has a massive visual impact instantly. EvenDwarf Fortress does this: its ASCII look is immediately intriguing.
You need to develop a way of creating a brilliant original look with very little cost. Not easy, but as an inventive indie, doing clever things is your job!
Lexaloffle have done this by resurrecting a forgotten graphics technique in a low-fi but striking way…
That’s why their trailer has 200k views already!
Finally, two things that will never, ever hurt you: detail and “spice”. Once your game is visually functional, go back and add stuff – funny things, little animations, quirky details, hidden areas, motion graphics for the menus.
Polish is an accumulation of small, hand-crafted details: reviewers and customers will notice the effort you’ve put in.

Gameplay

Good game design involves both a strong grasp of abstract rule systems and a practical hands-on iterative approach: skills which are at opposite poles. If you’re good at the former but poor at the latter, get other people involved at the earliest possible time when feedback is useful. This is where the tried and tested “release early and often” concept comes in.
One word of warning: most gamers find it almost impossible to evaluate gameplay without some decent art on top.
Game design is a skill that takes a lifetime to master: it’s a vocation. Like many vocations, a lot of people think they’d be great at it if they just had a chance to do it: these people are almost always wrong.
If your gameplay isn’t good enough for people to recommend your game to their friends, you won’t sell enough copies to keep going: that’s a fact.

4. Make payment models part of your design process


Think of your payment model as part of your game design.
Here’s some mild conjecture: free-to-play games incorporating virtual goods offer the highest possible ceiling in terms of revenue on PC and Mac right now. They allow customers who love the game to pay more than average, and they also capture small amounts of revenue from players at the other end of the scale, who otherwise might not buy a “full version” of the game.
However, just because something has the highest ceiling does not mean that’s where you should aim: it may simply not be suitable for the type of game you want to make. Remember, we’re in the “Anyone Who Wants to Make a Game” category here; you’re doing this because you have something you want to create, not because you want to make the most money possible.
So, it’s important information that traditional “pay-once” titles are still very viable for individuals and small companies.
One caveat: if you do go down the pay-once route, I would definitely urge you to look into DLC and ways of offering more value to customers who truly love your game. Pay-once arguably offers more opportunity for immersion and scope than free-to-play, so you may well gain some very passionate fans who would love to get hold of more content.
It’s also more customer-friendly: you don’t have to keep badgering people to give you money every five seconds. That could lead to a more meaningful relationship with your customers.
For a good example of how to make the most of long-term customer commitments in gaming, look at Penny Arcade. They make products (and hold events) that their fans love; they have a truly mutually beneficial relationship with their community. There’s no reason that an indie games company couldn’t adopt the same approach.

5. Offer pre-orders – and add value to them

Pre-orders are a very strong route for indie developers making pay-once games.
When someone pre-orders our forthcoming title Frozen Synapsethey immediately get a copy of the beta as well as a free copy for a friend; this has had a reasonable degree of success for us so far. The most important thing we did was to wait until the beta was exciting to play and fairly polished before we released it in this way: I’d urge anyone considering this to do the same.
We decided not to put out a demo with the pre-order, ensuring that only those who were excited by the concept enough to invest made it in to the beta. While I believe that this has restricted the size of our pre-order community, it has also created an extremely passionate and supportive group who have helped us out significantly with development. When the game is ready to reach a wider audience through a demo, it will be in the best possible shape because of this decision.
I think, though, that if you have an alpha with the ease-of-use and accessibility of something likeMinecraft there is simply no excuse for failing to have a demo at an early stage.
Like everything, you should make this decision based on what suits your game.

6. Consider online to beat piracy

Piracy is a very real issue for indie developers: it effectively means that your game needs some kind of online component in order to offer value to customers who do want to pay. Only very good-natured people will buy something they know they can get for free elsewhere with no negative consequences.
There are many ways of solving this problem by incorporating online components, but I’d urge you to do that in a way which is pro-customer rather than anti-customer. Don’t just force the game to contact your server for no reason: think of an interesting online feature which can add value.

7. Go direct, and go indirect

To have a decent success on the PC with a downloadable game, you’ll need to be on every major portal. The secret of getting on portals? Make a popular game and release information about it early!
Don’t just rely on distributors to sell your game for you, though: there is still significant money to be made from direct sales. You’ll need the following:
  • A reliable payment provider (we recommend Fastspring)
  • A clear website which allows easy access to information about your game, a demo download and a buy page
  • Time spent on optimising your website and tuning it for conversions
  • A marketing plan based on generating traffic
Your website doesn’t have to be flashy or even particularly attractive (providing your game itself looks good); it just has to be simple and work.

8. Market, market, market

I wrote a big piece on indie game marketing for Gamasutra a while back, which covers most of what I want to say.
The only thing I want to add to this now is that it never seems to be possible to over-do it on the blogging, videos or social network front. Loudness seems to correlate directly with success in my experience: be as attention-seeking as possible without harming yourself or others!

9. Know your numbers

You must have a good web analytics package on your website: this is the single most useful piece of marketing advice anyone has ever given me. Without this, you won’t know why your game is selling or not selling. Google Analytics is immensely powerful and free: I highly recommend it.

10. Work with other indies, and the indie community

Increasingly, indie developers are banding together and collaborating. Look at some of the cross-marketing in games like Super Meat Boy, or projects like Cliffski’s ShowMeTheGames.com. Getting actively involved with the indie games community can really benefit your work: just don’t get distracted by the posturing and in-fighting.

11. Use events wisely

Don’t spend much money on events: I’ve yet to find anyone who can demonstrate a clear return from paying for a big stand at a show or similar.
Definitely try and find legal ways of going to events for free!
In any case, do go to some events and talk to a lot of people about your games: there is always a small-but-not-insignificant chance of making a really valuable contact.
If you’re in the UK (or even if you’re not) I urge you to support Gamecity – it’s an event which sums up why I want to be part of the games industry.

12. Do it, and don’t ever give up

Persistence is the most important trait you’ll need as an indie developer. You’ll need to make mistakes, learn from them and carry on anyway.
You have to love doing this in order to do it at all: that’s why the indie games scene is one of the best places to be in this cruel world!


SOURCE :gamesbrief.com

Wednesday 10 December 2014

3 Tips on How to Have a Great Career in Game Development


games                                                          Image courtesy of Thinkstock
So, you want to make games for a living.
Maybe you grew up playing games, video or analog, and now you want to share the same joy with a younger generation. Or perhaps you love programming and find the aspects of game design to be challenging and fun. Or maybe you just really emulate Gabe Newell and want to be the next big thing in online gaming. Whatever your reason, careers in game development can be extremely rewarding, as the industry continues to grow and branch out into areas like education, social good, and even the health industry.
Here are some tips to help you with a career in game development from some of the wonderful speakers at the 10th annual Games for Change Festival:
1. Learn the different ways to get a career in game developmentCreating a career for yourself in game development doesn’t necessarily mean you need to go work for one of the big companies. In their panel “Win Win: Models for Creating a Social Impact Game on a Budget” Clay Ewig and Lien Tran talked about four other modes of development: indie (definitely the most popular), student/class creation (mostly MFA/Grad student thesis work, but could be started earlier), small grant projects, and large grant projects. There are definite upsides to working on each type of project, the obvious ones being some money to help with the production (the grants),  complete control over projects (indie), and access to play-testers and a support system (student). There are downsides too, like a lack of money for indie developers (unless you have a successful Kickstarter campaign), or a lack of time for students, or lack of control for grant workers; however, the pros far outweigh the cons in terms of getting your foot in the door with side projects that you can put into a portfolio.
2. Remember the elements of a good gameAs with any type of product development, you have to know the types of things that will make that product great. For games, it’s all about the way the game is presented. In Lindsay Grace‘s panel “Game Verbs for Change,” he outlined the three things every good game must have:
1. A Goal
2. An obstruction to that goal
3. A means to that goal
For example, the goal in Super Mario Bros. is to rescue Princess Peach. The obstruction, of course, is Bowser and the perils of the Mushroom Kingdom. But, you have a means to rescuing the princess by running through the levels, gathering power ups, and defeating the creatures that stand in your way.
If you can find unique ways to utilize those three things, then you’ve got the start of a great game. You can find more of Lindsay’s advice at learnvideogames.com.
3. Impact is keyAll games (and books, TV shows, and movies) have to have some sort of impact, whether it’s teaching the player some useful skill, giving players ample amount of entertainment, or even just making the player aware of a certain cause or bit of information. “It’s never too early to start thinking about impact,” says Harmony Institute‘s Debika Shome. Her panel “Impact: Using Data, Interactivity, and Storytelling to Make Meaningful Games” emphasized how important it is to clearly outline how your game will impact your players. For more information on how to develop your game’s impact and how impact affects good storytelling, read the Harmony Institute’s ImpactPlaybook (it’s free.)

I hope those tips help you in your game development career. If you have any questions about any of the Games for Change tips or panels, please post them in the comments.
This post is sponsored by Eventbrite NYC. 

Tuesday 14 October 2014

The 5 backend tools every game developer needs





At the recent Game Developer Conference Europe in Cologne, I met a lot of developers with creative and innovative ideas. Some of these ideas could have a big impact on the game industry. Unfortunately, most of these developers were making easily avoidable infrastructure mistakes, like building onsite rather than in the cloud — a shortsighted decision that greatly hinders their ability to scale. Great ideas only get game developers so far; they also need the proper architecture tools.
The wide availability of payment tools combined with the popularity of free-to-play models and growing popularity of massive-multiplayer games and social gaming, independent game makers have a great opportunity to make their games a financial success. Most developers are not setup for success, however, because they have neglected infrastructure. What good is a potentially viral, sticky game that can only handle a few hundred players?
Here are five categories of infrastructure that game developers absolutely must consider if they hope for their idea to become a reality.

High-performance cloud infrastructure

Many developers we meet make the mistake of building their initial game on low-performance machines in a private data center. Although it may save costs in the beginning, the strategy fails to take into account high-performance gameplay and the unpredictable burst of user growth that inevitably occurs once a game gets ranked on a great blog or listing and starts to take off. Start with future success in mind by choosing a public cloud, like AWS, SoftLayer, Google Compute Engine or Windows Azure. The public cloud provides the freedom to easily scale up machine resources and deploy an environment in specific global data centers in order to meet variable demand that scales up or down.

NoSQL databases

Even a relatively simple mobile game demands more than one database. The good news is that we have entered a golden age of open-source NoSQL databases. Developers have great and readily available open-source technologies with robust communities behind them at their fingertips. NoSQL databases like MongoDB are more flexible in how they model data while also offering better performance than relational databases.
The open-source Redis database is growing in popularity as the social aspects of gaming become ever more of a draw. Twitch, the livestreaming video platform and community for gamers that Amazon recently bought, uses Redis for its great performance. So does the mobile-gaming network Scopely. Redis is proving able to handle heavy game performance needs, including real-time leaderboards, gameplay transactions, analytics, and player profiles for up to hundreds of thousands of players as well as job-management requests such as messaging.

Application and server monitoring

Monitoring application performance is critical to ensuring that it’s functioning correctly and also for quickly identifying problematic areas when they arise. Transaction speed, error rates, and slow load times can quickly degrade player experience and kill any chance your game has of growing. Tools like New Relic, DataDog, and AppDynamics are well suited for application and server monitoring.

Log management

Games produce tons of data, most of it unstructured and complex. You may have a few friends playing your game today, but once you hit it big, the complexity of gamer volume, gameplay transactions, and gamer lifespan, among other things, will produce enormous data. This can be a headache to manage but can also be immensely valuable to improving gameplay experience, identifying your top players and quickly bringing the game experience back to normal in the event of service disruption. Consider logging solutions like Loggly and Splunk to do the job early on.

Mobile app tracking

When developing a game for a mobile phone or tablet, few things are as facepalm worthy as creating the perfect game experience and getting a great boost in the iTunes or Google Play store ranking without having measured your progress beforehand. Map out the key performance indicators that you need for growth, like installs, new and returning player volume, active user volume and player lifetime. Without keeping track of this valuable information, game developers are missing key opportunities to improve experience and cater to their audiences. Tools like Flurry, HasOffers, and Distimo offer tremendous value in tracking your mobile game’s performance over time and providing the right insights to improve the experience for your players.
It’s a great time to be a game developer. One good idea can massively impact the gaming landscape, but game developers must consider infrastructure. The tools are readily out there. Don’t fall victim to taking infrastructure for granted.

Wednesday 8 October 2014

Nvidia’s Maxwell graphics chips for laptops can beat some powerful gaming desktops



Nvidia’s Maxwell graphics chips for laptops can beat some powerful gaming desktops
Above: Nvidia GeForce GTX 980M
Image Credit: Nvidia

Computer gaming is about to take a big leap forward. Nvidia is launching its next-generation graphics chips for laptops today that the company claims are at about 75 percent of the performance of the fastest desktop graphics processing units (GPU)s.
The mobile graphics chips use the new Maxwell architecture that also serves as the foundation for Nvidia’s new desktop GPUs. The Maxwell-based mobile GPUs will be sold under the Nvidia GeForce GTX 980M and 970M brand names. Maxwell chips can deliver twice the performance per watt of power consumed compared to the previous generation of chips. And if you’ve got a desktop gaming machine that is just a little bit old, chances are that the newest gaming laptops will beat it.
As with the desktop GPUs, the mobile GPUs are aimed at addressing the trade-off that players find in games such as Call of Duty: They must either emphasize speed of gameplay or quality of graphics. The Maxwell chips have features that enable them to deliver both performance and low-power consumption.
A successor to Kepler (the name for the previous generation of chips), Maxwell is a new architecture that Nvidia will use across a whole family of products. Its first chips were aimed at the high end, but the latest products are targeting one of the fastest-growing parts of the game hardware business: gamer laptops. That’s why there are now four times as many gamer laptop models as there were three years ago. While PC gaming hardware is growing 11 percent a year, gaming laptops are growing 70 percent a year, Nvidia said.
Kaustubh Sanghani, the general manager of the notebook GPU business, told GamesBeat that the gaming laptop business has grown five times in the past three years. And the No. 1 thing that customers in that market want is “desktop-class performance,” he said.
“We have nearly closed the gap,” Sanghani said.
Santa Clara, Calif.-based Nvidia is touting new features including dynamic super resolution, which renders a game in 4K in the background and outputs it to whatever quality can be displayed on your device, such as 1080p, or a high-definition TV. The resulting image is better than directly rendering an image to 1080p.
Matt Widener and Kaustubh Sanghani show off Maxwell laptops.
Above: Matt Widener and Kaustubh Sanghani show off Maxwell laptops.
Image Credit: Dean Takahashi
Sanghani said that the chips also have multiframe antialiasing, which smooths out the “jaggies,” or the jagged lines on curved surfaces that make images seem obviously computer-generated. He said that the new antialiasing works as good as 4X antialiasing but doesn’t consume as much processing power.
The “voxel” technology — dubbed Voxel Global Illumination (VXGI) — in the chips also enables developers to create better lighting for complex scenes with lots of movement, lighting, and shadows. You can, for instance, place a hanging light in a game scene. If an object hits the light and makes it swing back and forth, it will cast accurate moving lights and shadows throughout the room. Nvidia says it will enable developers to create environments with natural lighting and breathtaking realism. (See the analysis of the tech by graphics expert Jon Peddie here).
Matt Widener, a member of the technical marketing team at Nvidia, said that he expects many new games will be using the VXGI technology within six months.
Yet even with these features, Maxwell chips have twice the energy efficiency of the previous generation. That allows Nvidia to crank up the performance without causing overheating.
In 2010, Fermi-based mobile GPUs, dubbed the GeForce GTX 480m, could only achieve about 40 percent of the performance of the desktop version. By 2012, the Kepler-based GeForce GTX 680m mobile GPU was about 60 percent of the performance of the desktop version. In 2014, with Maxwell, the gap has been closed even more, Sanghani said.
While plugged into a wall socket, a Maxwell-based laptop consumes about 230 watts. On battery power, it consumes about 100 watts.
Nvidia has added software to its GeForce Experience dashboard for the GPUs. That software helps gamers run games at optimal settings so that they consume less power. For instance, a 980m-based laptop will run League of Legends for 90 minutes on battery power. But with Nvidia’s BatteryBoost technology, it can run for 117 minutes at 30 frames per second. Tomb Raider runs for 49 minutes normally, but it runs for 76 minutes on BatteryBoost. If you want to optimize a laptop for battery life, all you have to do is click a single button in the GeForce Experience dashboard.
Numerous companies are launching Maxwell-based laptops today. Those include Asus, MSI, Clevo, and Gigabyte. Maingear said it will have three gamer laptops coming out with the Maxwell chips. Origin PC will also use Maxwell in four gamer laptops.
“The pipeline of games that is coming is amazing,” Sanghani said.
Watch Dogs running on Maxwell GPUs
Above: Watch Dogs running on Maxwell GPUs.
Image Credit: Nvidia

Saturday 4 October 2014

The Best Free Online Resources to Learn Game Development and Gamification


Learn Game Development
Global spending on video games is set to exceed that on movies, and the average 21-year old has racked up 10,000 hours of gaming! The best games and game designers can tap into human psychology in a way that we can all learn something from.
Maybe you’re a gamer curious about the psychology of game design? Perhaps you’re a budding developer wanting to create your own video game, but don’t know where to start. Or even an experienced game developer looking to sharpen your skills?
I’m curating some of the best online courses and resources on game development, gamification and game psychology. The best part? They’re all free! So go ahead and learn something new today!
Edit: If you’re new to computer programming, you should first check out our Web Development Learning Path — an extensive 75-hour curriculum of free online courses to learn web development from scratch.
Game Development for Beginners
1. An Introduction to Interactive Programming in Python: One of Coursera’s most popular courses, this Rice University offering is perfect for beginners with little or no Computer Science background. In this 8-week course, you will build a different game each week including classics like Pong, Blackjack, and Asteroids
Level: Beginner | Duration: 9 weeks
2. Beginning Game Programming with C#: Another beginner-level course offered by The University of Colorado. Uses C# which is preferred by some developers using Windows. For a comparison of Python vs. C# for game development, see this thread on GameDev.net
Level: Beginner | Duration: 8 weeks | Next Start Date: To be announced | Read reviews
3. Begin programming: build your first mobile game: This course teaches you to build a basic Android game in Java. Offered by The University of Reading on UK’s FutureLearn platform.
Level: Beginner | Duration: 7 weeks | Next Start Date: To be announced
4. Walker Boys Studio Unity 3D Training: A very comprehensive course that takes you from beginner to developing a 3D game in Unity. The instructors, who have worked at top studios like Ensemble, Firefly, and Terminal Reality, have assembled over 50 hours of content, and have seen over 3.5 million views to date.
Level: Beginner to Advanced | Duration: Self-Paced | Always Available
5. Concepts in Game DevelopmentThis very popular somewhat-theoretical short course on Australia’s Open2Study platform is ideal for beginners looking to dip their toes into game development.
Level: Beginner | Duration: 4 weeks | Next Start Date: To be announced
6. Game Programming A to Z: Space Rocks: This course on Udemy teaches beginners to build a game using free and low-cost tools, such as GIMP, Inkscape, Audacity and GameMaker
Level: Beginner | Duration: Self-paced | Always Available
7. Game Development Crash Course with Corona SDK: Create a simple mobile game using Corona — a tool used by many developers to build mobile apps and games for iOS and Android.
Level: Beginner | Duration: Self-Paced | Always Available
8. gamedev.net: A great community of game developers who share useful articles, answer questions on forums, collaborate on hobby projects, and even post job openings. Great resource for anyone who likes learning in a social setting. 
Level: Beginner to Advanced
Gamification, Game Psychology and Games as Media
9. Gamification: Taught by Wharton professor Kevin Werbach, this is among the earliest and most popular courses on the Coursera Platform. It covers psychological and technological aspects of good game design, and how game design principles can be applied to non-gaming problems.
Level: Beginner | Duration: 10 weeks | Next Start Date: To be announced | Read reviews
10. Gamification Design: This course on Iversity covers how to gamify experiences to make them more interesting. The professor takes gamification seriously — he will reward the best students with a Google Hangout!
Level: Beginner | Duration: 7 weeks | Next Start Date: To be announced
11. Video Games and Learning: This University of Wisconsin-Madison course reviews the kinds of thinking and learning that goes into video games, as they permeate mainstream culture as a source of entertainment.
Level: Beginner | Duration: 6 weeks | Next Start Date: To Be Announced
12. Online Games: Literature, New Media, and Narrative: Tolkien fans — this one’s for you! This 6-week course from Vanderbilt University, designed as an English literature class, covers how stories change as they move across different media (books → movies → games) with Lord Of The Rings as the central example.
Level: Beginner | Duration: 6 weeks |
Game Development for Experienced Developers
13. HTML5 Game Development: This intermediate-level Udacity course (prerequisites include knowledge of HTML and Javascript) is taught by two members of Google’s Chrome team. It covers game development techniques and building a high performance HTML5 application.
Level: Intermediate | Duration: Self-Paced | Next Start Date: Always On
14. General Game Playing: A theoretical mathematics / artificial intelligence course from Stanford about General Game Players, i.e. computer systems that are intelligent enough to play games whose rules they only find out when the game starts (different from say, Deep Blue, which was pre-programmed to play chess). This course requires familiarity with Symbolic Logic and ability to read code.
Level: Advanced | Duration: 8 weeks | Next Start Date: March 31, 2014
15. Game Development Fundamentals with Python: According to the reviews, this Udemy course (taken by over 12,000 students) is good for people with some prior Python programming experience.
Level: Intermediate | Duration: Self-Paced | Always Available
16. Unity3D Environmental Series: Learn to sculpt realistic looking terrain (e.g. snowy mountains) in Unity 3D using this video series.
Level: Intermediate | Duration: Self-Paced | Always Available
Game Art and Design
17. Vertex (e-book on game art): Very comprehensive resource on game art with two 300-page free PDF’s, filled with tips, tricks, and techniques from across the industry. We found this from a hat tip on Reddit.
Level: Intermediate | Duration: Self-Paced | Always Available
18. Game Design Fundamentals: A YouTube talk on game from MIT’s gaming lab.
Level: Beginner | Duration: Self-Paced | Always Available
And finally, here’s your reward for reading this far (gamification FTW!): an awesome TED Talk by game designer and author Jane McGonigal on how gaming can make the world a better place! 
Have you taken any of these courses (or others that you found useful)? Tell us what you think of them in the comments below!
SOURCE:www.mysliderule.com
AUTHOR
 Gautam Tambay .