A Guide for Newbie on Designing Levels in Video Games – Part 2


***** Please read the Part 1 at the following link:

…..link part 1…..

3. The Bubble – Diagrams

Before I decide on the time and things to do to create a final design, create something in the toolbox, or I will start thinking about the issues of the personal area, I always hope that I have a feeling, a broad idea. This is very good. It helps me avoid mistakes, and I do not have to redo my design many times.

To be able to visualize that overarching idea and the parts in its area, how they are connected, I need to create a Bubble – Diagrams.

a. What is the Bubble – Diagrams?

The Bubble – Diagrams is a very simple map. It showed me a general picture of what I had to do. It has circles that tell you the levels of each area, and the arrows let me know the flow and connections between areas.

From the second part, I have given all the parts of the level. The idea of ​​the Bubble – Diagrams is to help us know exactly where all the pieces of the design are linked together. The Bubble – Diagrams also help us think about the paths (through levels), the Bubble – Diagrams also tells us what kind of path is best for our purposes.

This is the Bubble – Diagrams that I used to create linear cleavages. In this diagram there are two types of arrows with the effect of indicating their connection type (two way or one way):

The Bubble – Diagrams from my example. The numbers in this diagram are the eight areas from the “Brainstorming – Structure”

 

For The Bubble – Diagrams, each designer will have different ways to create it. But there is a note that I need you to remember, that the ideas must be consistent and that it must be tremble. Another benefit of sketching out The Bubble – Diagrams is that you can use it to better understand your ideas, so concentrate on creating The Bubble – Diagrams.

4. About The TheRough – Maps

a. Let flesh out Each “Bubble”

When we have completed The Bubble – Diagrams, we need to know what happens at each level and we must know how each area is connected to each other.

The next step that we have to do is look through the lists and make a rough design for each “bubble”. You need to do this in Illustrator or on paper (this is how I usually do). But there are also a number of experienced designers who prefer to do this on programs, simply because it gives them an infinite space. And you can do the same, or do on paper like me. Anyway, the way you feel the easiest and fastest, then you should choose it.

Take a look at the picture below. This is an example of what’s in the “Bubble” (especially in Bubble 3: Tight – Corridors). I created it on paper:

Players will start at the top of the map and move towards the bottom. In this area, I have a note in the top corner to introduce the types of enemies so people can understand it more easily.

Now let’s see what we have here:

  • The player moves south and destroys 3 swarmers. After that, the player will go down and meet the four swarmers (they will run out from a secret passage).
  • After defeating the 4 Swarmers, the player faces Melee. They will come closer to you and I think our character will spend a bit of HP in this scene.
  • In the third corner, our character will have to fight with a group of Swarmers and Melee. Looking at the figure, we will see the direction in which these enemies will appear.
  • The player goes through the fourth corner and right at the fifth corner, the player will be confronted by three Ranged enemies and five Swarmers.
  • At the last corner, the player moves to the area in “Bubble 4”.

You should pay attention to how these areas are designed. They are completely separate from other areas. In this section, it is not necessary to write down the details of space and height of each area. In this section, if you see something wrong with your mind. You can completely change everything. So I do not put the details of the space and height of the area into this section.

You should try to keep the scale relatively suitable for all other areas. Because this will make your work easier, especially in the next step when you have to connect the areas together.

Do not pay too much attention to accuracy or small details in areas. As ideas will arise continuously, and things can change (even if the design is completed).

b. About The Connection Between The Areas

After you have created “bubbles” with raw designs on paper (or on computer programs), you need to link them together to create logic. To do this, I usually use Adobe Illustrator, but you can also do this on paper.

 

You should design the areas and show them all so that we can see all the areas more easily.

A note that I want you to know, that is the severity of the area. The harder the next, the more enemies or challenges. It is a good and good way to do it.

You should also create save points after each battle or in the positions you think are right. This will allow the player to relieve pressure while playing the game.

And finally a complete raw product (as shown above).

5. Let Finish The Design

Once you’ve completed linking the “Bubbles” areas together, you are nearing the finish of the design. Everything is ready, and this is where you add elements of “area width” and “height”.

Designers always have different ways to do this. My priority is usually to design a 2D map first. Because I’m always very good at designing these little details, and 2D maps help me do it faster. However, the choice is still yours. Choose the way you feel most comfortable, how to help you complete the product fast and quality.

 

Note:

Let see the PDF file below for larger and more detailed maps. You can also see how it is designed.

Link file

Each box is 2×2 units of the game. By doing this and by writing out the numerical height index (for example: +70 on the map above), we can better understand the metrics.

Conclusion

Remember that everything we do is just a design. As soon as you start doing this task, you will realize a lot of things you are missing out on. So a solid foundation before the work will help you a lot.

I hope this article will help you. Make sure you have other changes than I do. Just do it the way you feel comfortable, or make the results of your work better, so it’s good.
I started this process by exploring all the difficulties and limitations of a level. Having a solid working approach will help you prevent shortcomings and avoid having to redo the design several times.

In the next step, I think about ideas and gather a rough map for the levels: how many areas to design, what will be in each area. This map is usually completed with a list and numbers, especially for linear levels as in my article.

Then I continued to create a Bubble – Diagrams and I could see everything happening in each area very clearly. This gives me a background to understand the flow of the levels.

Everything was nearing completion. Now I will create a rough map to link the “Bubbles” together. I usually design each area (on paper). I then combined the “Bubbles” together. Once I finish this part, I will look again at everything. And if there are any shortcomings or adjustments, I will change immediately. Until I felt the areas fit together, I entered the final step.

The rough map is ready, now I need to design the small details inside of it like the height or width of the area. And I usually use a computer program to do this.
When I make requests from customers, I usually design a map. Map is a tool that I find very useful. And for one more reason, they can also help you with presentations or conversations with your customers.


A Guide for Newbie on Designing Levels in Video Games – Part 1


In this article, I will share with you the following issues: A guide to designing levels for video games, taken from the experience of Resistance, Ratchet & Clank, Skylanders franchises and from my experience. . I will not say too much about my own concepts, but I will give a clear and understandable example of the process that I am working on and applying when designing a level for video games.

I will show you an example of the steps I take, here you will understand more about this content:

  • Step 1: Understand the Constraints. I will help you overcome the limitations that I always find out during designing the levels for a video game.
  • Step 2: Brainstorming – Structure. I will show you how I decide what is allowed at one level in the video game.
  • Step 3: The Bubble – Diagrams. I will show you a very easy way to list what will be located in each area of ​​the level in your game.
  • Step 4: The Rough Maps. I will talk about the process where I come up with ideas for each “Bubble” from The Bubble – Diagrams. From there you will be able to more easily grasp the process. I think I can not write all the tutorials on this process here, so I’ll just go through the basics here.
  • Step 5: Finish the Design. I will guide you on moving from the original design to the final one. Since this is a big topic and there are many people interested in it so in this section I just give out the most basic and general.

 

1. Understandthe Constraints

When you are preparing to do a design, the hardest part of it is what you will do in one level of the game. As a designer, you will have to do a lot of things yourself. But not something you know, well understood – especially when you are working in a team.

In a team, most of your limitations or difficulties will come from other players in the team. There will be issues of business rights, business restrictions, player issues, legal issues, mechanical problems, and you need to be prepared to face them. As far as I know, no one does not get one of these difficulties.

The most typical comments will be from your art director, creative director, direct manager and anyone in the team who is involved in the process. If you are working as an indie person, you will not have this problem. However, you have to decide everything. So, you still need to understand the limitations and difficulties of your friend. This is really good in the preparation phase.

a. General – Constraints

There are some difficulties that we always face. I tried to memorize them when I made the design of a level of video game. I realize that these things always happen in all the games I have ever done.

I will show you the answers about the limitations, which will help you clearly see the work you need to get started. And I will use them to create a level design in the video game.

The Duration OfA Level.  

Create a short level, a maximum of 30 minutes.

Do You Want To Show Off Any New Tech, Audio, Art Or Similar? 

We have an imaginary game tool with beautiful indoor – lighting – effects, so I want to build lots of beautiful indoor – spaces.

How Much Time Do I Have to Design It? 

I wrote this post for a few months, but at the design level in the video game I spent about three days to complete it.

Do you understand the desires of the paid players in your game?

For a game, these expectations are often derived from the publisher, marketing department, investor, etc.

What is the platform of your game?

You should understand the background of the game you are doing. You do not need to know about all the platforms, but need to know the background of your game. Mobile games can not use as much energy as PC or PS4 games. A virtual reality game should take into account the motion sickness problem. Mobile games are limited to screens because everyone plays them on mobile devices like smart phones, tablets. Knowing these limits, you will do everything better.

Where Does A Level Suitable For The Level Progression?

This is the level in the third position of a video game. So, the challenges will not be too difficult.

The Customers.

You have to understand what your game is about, and what it targets. A science fiction game, with lots of violence and gore, it would be rated as 18+ or M. And it’s clear that the object we are targeting is those over 18.

b. The Most Important Constraints

If you are happy that someone is paying you to design a level for their game, remember that they want this level to be perfect. If you do not satisfy them, they will not pay you, you understand this! Satisfying your customers is the best way to grow your business. Because after you do well, they will continue to hire you a second time.

I have met a lot of important questions, from project to project, and I find that there are four most important questions that I need to share with you:

  • What is the story, theme of a level in the game?
  • What are set – pieces?
  • What are the limitations of yourself?
  • What is the “Macro design” of the game that requires this level?

Let analyze the above questions!

What is the story, theme of a level in the game?

You need to understand these issues. For example, the objective of this level is to rescue a VIP who is trapped in a mysterious land, then leave with the helicopter parked.

What are set – pieces?

Fight a monstrous monster in a destroyed area near the middle.

What are the limitations of yourself?

When designing areas, you need to pay attention to factors such as the player’s size, player movement speed, jump height, size of the monster.

Know this and you will know how much space you need to create, how long and how tall it is to fit in that area and make it logical.

What is the “Macro design” of the game that requires this level?

From the idea to build a video game, you need to have a document to know what will happen at each level in terms of specific terms.

A Macro document will show the enemies and challenges that will be in each level, the purpose at each level that the player wants, the rewards received, and the privileges associated with it. These limitations will again help you a lot in the process of creating a level for video games.

Here are my Macro examples:

The first part: This is a simple fighting game. There are no quests, no quizzes, and you only fight four types of enemies:

  • Ranger: An enemy can only stand and shoot at you.
  • Melee: An enemy can move near you and attack you with a weapon.
  • Swarmer: An enemy with a small body.
  • Heavy: An enemy with a large body but it only stands. You will take a lot of effort to destroy it.

The second part: When the player is close to the VIP, there must be a feature that players do not have to play the whole process of rescue. We call it save points.

The third part: You will have to meet VIP in the final battle scene. VIP is being arrested by the Boss.

2. Brainstorming – Structure

a. About The Ideas

Once you have a clear understanding of your limitations, it is time to look for ideas. I take for example: I want to build more furniture, more bodies, so I will create an underground base.

The helicopter can enter the base by a special airfield at ground level, and the airfield can deliver helicopters inside the base.

There will be situations where your base is attacked. There will be a number of places destroyed, so these areas should collapse.

I want to see combat scenes with enemies on the base surface, so I want to have at least one battle area with the stairs next door.

 

b. Think about the “Area”

When I design a video game, I usually think of different “areas” in the same scope. This makes it easy for me to design each area in detail, and make my product more quality. “Region” is a popular but very loose term for the stage of a video game, with any shape, size or location. Whether you are designing a real standard for an area or not, it is important that it should help you work more easily and comfortably. If things get worse, do not worry too much.

Let me give you an example: I want players to learn about their new enemies and then they have to take advantage of other enemies to get the most out of training. Things will get much more complicated, but this is a good and very effective method.

To do so, you need to perform at least 7 steps. When you need to create a final area for a purpose, like a room and a chat room where you rescued VIP, you need to create some more areas. For this example, we have 8 regions.

These are just my examples, maybe for you it will be different. However, these are the basic things you can imagine what I’m trying to say:

  • Helicopter – Landing – Pad: Start of level; this will be a safe area and no enemies.
  • Computer – Room: 2 or 3 enemies called “Ranger” appear and you need to knock them down, the exit door is closed (auto).
  • Tight – Corridors: The number of enemies increased, you will face Melee and Swarmer.
  • Destroyed – Barracks: A fierce battle breaks out, you encounter the Heavy enemy, and this is a very strict area.
  • Barracks – 2: All the back paths are closed. You must fight with Ranger, Melee, and Heavy Ememies.
  • Corridors – 2: More battle with Ranger and Melee.
  • Large – Stairwell: All four dragons appear at once and you need to kill them all.
  • Damaged – Control – Tower – Room: A battle with two or three Heavies and several Swarmers. This is the last battle. You will then see the door leading to the VIP position.

 

*** Please read the “A Guide for Newbie on Designing Levels in Video Games Part 2” at the following link:

……….link part 2……….


What do you know about funny games? Take a look at Comedy and Humor in Video Games.


Fun games have been around for a long time and they are almost an indispensable element for today’s game developers. But why a game is fun? What do we know about these funny games?

There are games developed based on the same movie as Borderlands, or like Left 4 Dead, we can easily see the humor through quinging features of the character.

But when you go into the game, if you look closely you will find that there are a number of factors that the game developer deliberately makes fun of. Even serious games with superficial characters do not show off a bit of humor, and they can do unusual things, which are contrary to their looks. The main purpose is to make the player feel fun while playing the game.

And on this topic, we have two areas of greatest interest. It’s Comedy and Humor in Video Games. So, in today’s article, let’s find out about them together!

 

1. There are situations where we will find Humor even though Developer did not intentionally do so.

Listening can be difficult to understand, right? Let me take a simple example for you to understand. Have you ever heard of Half-Life? When we shoot the wall, there will be holes in it. And players took advantage of this to write text, images on the wall, something the developers of this game never thought of. Interesting, huh?

That means the player has taken advantage of the in-game effects to create a Humor situation.

Link reference

There is a question for everyone: If you have an empty room and have only one ability to influence the world, what do you do? The answer is surprising and interesting: They choose to do funny things to make them laugh.

For example, in Deus Ex, the game’s context is a world severely damaged by plague and darkness. We have seen death and disgust in the game. But in any scene in the game, we also see beautiful light in the first few minutes we go to collect the debris to bring it to the boss’s desk.

Let me take a more recent example! Do you know Metal Gear Solid 5? It’s like a horror thriller, but the game allows you to ride animals flying into the sky and jump from the pink helicopter through the loudspeaker.

I will leave you a link to the game “Old Man Murder’s Deus Ex Walkthrough”, you will have to bring a flag in the chat and also decorate your room. When doing these things, I have to laugh because of its “ungodly”.

Link reference

It is a comedy (passive). We just play games, pay a little attention to everything around us and make sure there are situations where you feel the fun. Most of this is that each person will feel humor in different situations. But there are other ways to laugh, and continue to see what they are.

2. Humor in the dialogue, ingame stories.

One way to express humor is through dialogues or ingame stories. This is most likely to occur when “a character speaks humor”, but to create humor from this is not easy.

One of the best examples of this is the Portal game, in the course of the game experience, you will always hear stories from AI, GLaDOS. At first this was normal, but later on it went through too many times throughout the game, making the player feel uncomfortable.

In the series “Monkey Island” and other point and click games. You will have to listen to the dialogue, funny stories of the characters, the NPC in the game many times.Especially Battlefield: Bad Company. One game is full of “war” and “kill”. But it’s also the characters with funny talk for the players.

For developers, creating humor in this way is pretty straightforward. Mostly quips or statements. But what is important to know is what situations let us say these lines: “When the case A happens, what does the character X say?” When you start the GLaDOS game, there will be a few lines explaining game setup. “Every once in a while, Francis complains that he does not like bridges, especially the zombies that are always there.” After you have clicked a unit in Starcraft 2 several times continuously, you will find funny situations very interesting.

But do not overdo it. Because no matter how funny and humorous the dialogue is, the player will feel uncomfortable and hate them if they repeat too many times.

Another thing to keep in mind is not to make things a joke. Comedy must be based on logic, and when things are not right, you have done the wrong way. Look at Borderlands 2, they did a great job. They have a variety of elements such as the game’s plot, different contexts, situations, and especially they are always linked. In the Portal game too, you will also find the ingenuity of creating funny dialogue.

Pop culture or jokes are also aspects that can be found in creating humorous situations. If you need to make a joke based on logic, use it to start your own unique idea. And in the process, you will develop it better and more than you think at first.

“Comedy is Easy, Dying is Funny”from Anthony Burch – Borderlands 2:

Link reference

“Eric Wolpaw’s 80 minute NYU lecture”, adiscussion about Portal 2:

Link reference

3. Chaos and Mayhem.

Chaos will sometimes cause comedy, which is something that nobody knows in advance. It may appear unexpectedly, no plan ahead.

Magicka is a typical example of this. In the game, you can combine many elements to create spells, which have many different combinations. And of course, there will be hundreds of humorous situations that happen with this combination.

First, you will ask yourself: “How will this combination produce results?” Then you start to implement it. And then, your healing buffs your enemies, recovering full HP for your team’s opponents. The architectures built by your friends are exploded by you (your experiments create big explosions). And then you continue to hit “Again!” Because you like to poke fun at others and it creates laughter for you.

Techniques that create situations like things can be said to be very complex. Because they create joy, but also create anger, disappointment. You will notice this most clearly through the game Goat Simulator, I am Bread, Surgeon Simulator, QWOP, Magicka. All of these games have the ability to create unexpected explosions. And in Magicka, when you fail, you almost lose everything. In the Kerbal Space Program, a large explosion will occur if you have any flaws in the process of producing the missile. It will explode immediately without being launched, and will destroy the entire area around it.

But you need to know this is a dangerous feature. If you overdo it, you will be counterproductive. So make sure that during the game development, there will be certain limits for these features. Let the players tease each other, poke fun at each other. But it’s just that, do not let it go further than anger and hatred in your game.

One important thing that I need you to note is that the failure must be clear and fair. If you make a mistake in the lack of information to the players and this makes them make mistakes in the game. That causes them to lose resources or lose precious gear so they can quit your game.

4. Humor from Gameplay

Gameplay is a very important factor and it will give you a very positive result if you apply it properly. Even better than the three factors I mentioned above.Because gameplay is almost one of the important factors for a player to rate a game. Game you good or not? People often talk about gameplay. So, when your gameplay is unique, the player will remember it more. And of course, they will all appreciate it well. This will be a great start and a springboard for you to have more new players. All will contribute to the prosperity of your game.

Take a look at Borlands 2. They have been outstanding in this respect. A quest for you in the Borderlands involves taking on a mission from the NPC, going to a place to perform a quest, destroying some enemies, finding items that the quest asks you to do, and then returning to get a reward.

This element was introduced in Borderlands and the beginning of Borderlands 2. At that time, these quests were what the player most enjoyed. So, this is the most suitable time for you to create a unique!

For example: mission requires you to “Shoot me in the face”, you have to shoot the NPC. Or you have to commit suicide in a position that the quest requires. These comedy missions appear unexpectedly among the attractive tasks that the game brings to the player, but the effect is more than that.

“This type of mission is also in this game?” “Do I have to do this ridiculous thing?” Will be what the player thinks when they encounter these quest in the game. Be assured that they will not harm your game. Because after completing these quests, the player will have a strong impression of it, and it is a funny sight.

When you apply them skillfully, the player will feel happy and relaxed and they will feel more excited about your game. As they experience your game, in addition to being explored the attractive features in the game they also find laughter, funny moment again.

In Portal 2, there is a scene where “Wheatley” asks you to talk by pressing Space. You cannot say, and pressing Space only makes you jump, which Wheatley finds is a wrong move. Then some features in the game can “help” you slap in the face of another character. Then you have to “soap” the corpses of the enemy.You suppress? But your mouth is laughing! That is the unique fun that not all games do. If you do this in the early stages of the game (preferably in the Tutorial section of the game), then you have succeeded in some way!

Link reference 1

Link reference 2

Conclusion

There are many ways to make a game more fun. Use them to attract players, which will make your product more attractive and bring more attention to the gaming community, from which you will have more new players.

And remember, even if you do not intentionally create comedy in the game, your players may still find ways to create humorous situations, so you should accept and live with these things!

 


9 Useful Marketing Tips To Promote Mobile Games.


Mobile game marketing has become a very important job no less than the level design, gameplay design or design for the user interface of the game. The market is currently very competitive with large studios that can spend millions of dollars on advertising. If you are struggling with the search capabilities of your mobile game, check out the nine tips below that will help you make a solid marketing campaign. The marketing tips below will help you lay the foundation for a successful ad campaign and get your game noticed by many users.

1. Identify your target customers

The first step is to find out who is going to love your game the most. Finding out this group of people will save you a lot of time and money as well as prevent you from bringing the game to an object that does not care about it.

The concept behind this is quite simple. If you want to sell a board game then your goal is to be a little kid, you will not have to pay for it to be advertised late at night, it’s like you will not have to try to sellthe ice cream in the cold winter. Identifying target customers means you will have many opportunities for you to achieve the results you desire, without wasting time as well as money.

If you do not know where to start, look at your competitors to see where they are investing the most effort. Try to identify the parts of your strategy that you can easily “imitate” and target the goals that are right for your users.

You should know that it would be better if you consider looking for your target audience in broad terms. You need to have a general idea of who will love your game first, then you can consider dividing each type of user in order to be able to target better such as the rich(VIPs), little money and no money. And from that you will have specific actions with each group.

2. Pre-Launch

By finding objects for the game, you are now ready for pre-launch marketing. Now is the time to start marketing your game, if you wait until your game is released, you have missed out on a very valuable marketing opportunity.

In pre-launch, you need to set a release date for your game. This will be associated with a lot of other marketing efforts. You will not want to spend weeks telling people that your game will be released one day but it will eventually be delayed for a number of reasons.

You will also need to decide what the marketing content for your game is. Does it have some educational benefits or is there something revolutionary? What will make people interested in your game before they can play it? Creating a perfect content will help you let everyone know about how great your game is.

3. Landing Page and Email List

Landing page is one of the simplest websites that you can use to promote your game. One of the benefits of landing pages is that you can place links to pages of app stores like Google Play or AppStore. You can also use this page to retrieve the email addresses of the Users.

Having the email addresses of potential users is the best way to tell them when your game will be released or when you have released an update. Landing page is a great place to receive user registration emails because you know that potential users interested in your game should visit this site. These are the first people you should notice when your game is released.

Designing a landing page is actually quite simple. You need to make it as simple as possible with as few distractions as possible, and it must also provide all the necessary content that the user is interested in. Pixduel’s landing page is a great example for you to learn.

4. Social Network

Today, marketing campaigns for most types of products relate to several types of social activities. Social networking is a useful marketing tool as it allows you to connect directly with potential users in a way that they are already familiar. There are a number of different social networking platforms you can use to promote your game but most importantly you need to find out which networks are the best and focus on it.

To find out which social networks work best with you, you can start with the most popular networks such as Facebook, Twitter, etc., and do some analysis to see which networks work best. Free tools like Buffer can help you manage your profiles and provide you with the basic analysis you need to determine which social network is most beneficial to you.

 

Post pre-launch information about your game and see who’s interested in it. Try to share the graphics of the game, extract some content from the story or something in the game to get feedback or even some new ideas provided by the user. You can also add links to landing pages, which will help you “better” filter your players.

5. Content Marketing

Content marketing can have many different forms but there is a form that most people are familiar with is blogging. An interesting blog can be a great way to get people’s attention and share information about your game.

 

You can create a blog from your landing page or from some other online platform. Use your blog to write about what’s best in the game so you can create excitement for the user even if they are not yet able to play your game.

 

The most important thing of content marketing is that the article must be really interesting. Do not just write about the small details you work on, make sure you tell people about interesting changes in the game and how these changes will affect your game. You also need to work continuously when implementing a content marketing campaign. If people expect your post to be published someday, they are more likely to read it every week. 

6. Multimedia elements

 

Multimedia elements such as video, audio and images can be very powerful tools in your marketing campaign. Although these elements may take a long time to build, marketing campaigns will not be perfect without them.

 

As soon as your game is ready, you should make a trailer for the game. You can include this on your landing page and share it on social networks so people know what your game will look like.

If you are using some of the unique music for your game, consider sharing it, an attractive song that can pique the interest of the user and if these songs can impress for the listener, you will have more advantages. You should also create some promotional images for your game, preferably the screenshots of the game. You will also need them for the app stores, so you can use them for this purpose. They can be useful for sharing online or for the press.

7. Press

Letting the press talk about your game is one of the best ways for people to know about your game. Before you use the press strategy, you will need to provide what is needed (often called a press package) to help journalists easily write about your game. These can be screenshots, logos or any other artwork. You should also write a game fact sheet and a press release about your game. You should also provide a video trailer and a game demo if possible.

Getting things they need is a pretty easy thing, getting their attention is a difficult issue. Before you start to contact the big news pages, consider which pages will actually write about your game. Contact them directly to make sure you really invest in the game instead of just emailing them. Sometimes you also need to prepare some accounts so that they can enter the game themselves to experience in the test environment.

8. Review

Similar to using press strategy, review games are an effective way of marketing. Reviewing games can help you reach users you probably will not have when performing your own. You can also easily use these reviews for newspapers or other sections of your marketing campaign.

There are many sites that can review games, and of course some sites will gain more credibility than others. This is not to say that you should not approach less popular sites to receive reviews for your game. In fact, getting a review on small websites can help build and attract more attention than big sites. Also note that large sites may be overwhelmed with review requests from other games, so your review may not be perfect if they agree to write it for free.

Once you have some good reviews, make sure you also tell the reviewers about it. Share them on social networking sites or place them in your newsletters on the home page. You can also add reviews in the app store, which is a great way to convert potential users.

9. Compute the analysis

Once you’ve made all of these tips, another extremely important task is to calculate the results and tailor them accordingly to maximize the potential of your marketing campaign. Because no marketing campaign can work effectively with the mindset “set up and forget”.

Calculate the success of your social network posts and email newsletters to see if they have generated an attraction. There are many online tools that can help you maximize the potential for both of these techniques. You should also pay attention to the landing page to see how it can generate traffic for your game. This can tell you how much people are interested and watching your game.

Be sure to update your press package regularly and try to measure the download impact after reviews are released. If a site generates a greater impact than other sites, you will know who will be the first person to contact when your next game is released.

Conclusion

The above techniques are very important and essential if you are preparing to release a game. It can be said that the success of the game does not depend entirely on the marketing elements, but it will contribute a great part to bringing a lot of User to your game.

Once your game is over, players will advertise your game to their friends or relatives. And when you have a big community that loves your game, you will have plenty of opportunities and possibilities to bring in a huge amount of money by offering events, in game promotions. However, we will discuss the operation of this game in another article. Wish you will succeed in branding your game.

Also, I would like to highlight the The core things that game designer and game developers must have


The core things that game designer and game developers must have


Making a video game is not easy as we always imagine, it is a mixed with chain of things together. “Envato” is knew as digital good market, which provide a lot of useful material in making a game. In this essay, I will present you everything related to this field.

1. Sprite sheets:

Sprite sheets consist of sprites, which are combine into one file. Sprite is an object, which is always appears and plays an important role in recent games. Sprite sheets are now the standard of game industry. In this section below, we will give you useful things you need to make sure that whether you need symbol, character….

∎ Game character – Sprite 08

This is a set of tools to help you make your character move like people’s movement such as running, walking, jumping…In addition, it also has a character set for 2D runner games.

∎ Pixel characters

If you have ever thought about creating pixel art, here is a very quick introduction to one of the fundamental aspect of it: characters. Characters and other objects are formed by illuminating pattern of pixels. This set includes over 40 characters with 10 poses each. It is the perfect added to a “retrogame”, this allows us to focus on the player’s experience rather than the design of the character or other parts.

∎ Zombie Sprite sheets

Adding animated living dead to your game easily with this fantastic zombie sprite sheets. Five Zombie design, each walk and death loops, are included in this set. This is perfect for runner or platform games.

∎ Vegas Slot Icons Collection: 30 Vectorial Icons

Make fun by designing a Vegas style gambling machine with over 30 icons, ready for all your logo combining needs.

∎ Explosions and Impacts Spritepack

Filling a strong punch with beautiful designs. This is perfect for fighting games, RPGs, action games and more.

∎ Physics Game Block Set 3

These colorful block sets will bring a lot of fun and it is also great for games that play with physics or feature emotionalthat throw themselves at poor building. This set provides a variety of shapes, faces and block conditions.

∎ Game character sprite 07

Give your running girl magic power from earlier in this list a friend “nimble boy” sprite sheet. Wonderful for all platform games where you need multiple movement and actions.

 

∎ Virtual Coins for Your Games

If you need coin animations to attribute heavily in your game, within your game level, or as a part of user interface, this set of coin sprites youhave covered.

∎ Shark Game Assets

For players who love the simplicity and fun, creating a game of action-shark hunting bonuses will be a perfect idea.

∎ Flying Turtle Game Art

Instead of creating a flying bird like the old model, a winged turtle collecting gold coins would seem to be more attractive.

∎ Sky Birds Game Assets

With a perfect shooter, set of character and twist action, sidescroller games like this will have more fun.

∎ Game Asset Ornaments

With the diversified set of graphic ornaments and sprites, it will bring to the players feel interesting to play more and more from level-to-level.

∎ Game Animals Sprite Sheet | Volume 1

There will be a lot of animals in the game for you to choose, which can simulated the human movement such as walking, running, sliding, jumping,…

∎ Game Sprites 1

To players who enjoy adventure, this set of sprites is perfect.

∎ Space Shooter Creation Kit 3

Shooting games has been designed with complex spacecraft models, the sprite sheets will be extremely detailed contruction.

2. Backgrounds:

A background is what is underneath another object. In this field, background is the place where you can find any creative ideas for your game through the set of prites.

∎ 6 Game Backgrounds

Each background can be easily edited in the Adobe Illustrator software and the files are all ready for you to create a new game. In addition, the perfect combination of the set of backgrounds adds a lot of utility to adventure games.

∎ 5 in 1 Game Background

In this game, there are 5 colorful and funny backgrounds, players can choose a favorite background for their character based on the variety level.

∎ Jungle Run Game Background

Players must control their character through all different kind of trees in the forest with many interesting challenges in this game.

∎ Retro City Building Pack

With this background, players can build a busy retro city as they always dream.

∎ Nature Game Background

This is a game inspired by nature.

∎ Game Backgrounds #1

This is a simple game design with repeated backgrounds throughout the game.

∎ Game Backgrounds in One Set

This game design with the set of 15 backgrounds can integrate multiple moves at the same time as shooting while running or flying while shooting,…

∎ Game Background

This background offers players 10 different fantastic levels with spectacular mountain or nature scenes,…

∎ 9 Cartoon Game Backgrounds

Players will not be able to skip the games that have so cute and cute animated backgrounds like this.

∎ 8 Chinese Game Background

This type of games offer players the background to simulate Chinese architectural and designs.

3. Tile Sets:

This type will help game developers design diversified games by creating amazing different scenes.

∎ Scifi Shooter Sprite Sheet

Players have a chance to build a world dedicated to their character that against the enemy in this fiction games.

∎ Platformer Game Tile Set 4

This perfect set of tiles help game designers create many fantastic themes for adventure games. This set consist of two tile set styles, backgrounds, and an assortment.

∎ Pixel City Creation Kit

This Pixel City Creation Kit supports players in the construction of virtual city models.

∎ Platformer Game Tile Set 5

This is a winter themed game. Everthing in this kind of game will bring to players a very cool feeling.

∎ Platformer Game Tile Set 6

This is excellent graphic design software with challenges base on different levels. It allows players the opportunity to try with variety levels.

∎ Platformer Game Tile Set 9

The set of this tile is wonderful for players to build their castles. It shapes the style of the game and allows players to create castles related to the theme.

∎ 2D Tileset Platform Game

This is a simple designed game which keep the fun and comfort for players.

∎ 2D Tileset Platform Game 3

This kind of game with every detail were inspired from the forest.

∎ Platform Game Tileset 4: Abandoned Castle

This game titleset is an exciting start to players. It brings them the true feeling while they were playing game.

∎ Top-Down Roguelike Dungeon Crawl RPG Tileset

It is the perfect content for adventure games. Players also can easily change the set according to their preferences.

4. User Interfaces:

The set of interface packages are the perfect combination to help game designers complete their product in the fastest and most convinient way.

∎ RPG User Interface

You will not be able to miss any game using RPG User Interface because it’s a very clear and useful set of interfaces.

∎ Cartoon Games GUI Pack 3

The GUI Pack such as a wonderful set which create funny interfaces for mobile games.

∎ Match-3 Candy Game GUI

This kind of Interface is extremely lively and detailed.

 

∎ Cartoon Games GUI Pack 9

Exciting games on mobile phones or tablets will require the perfect combination of GUI Pack 9.

∎ Cartoon Games GUI Pack 11

These adventure games will operate more smoothly if they are designed base on this GUI Pack 11.

∎ Mobile Game GUI Pack 02

The items in the games will be highlighted by this interface. 2D games become more lovely because of GUI Pack 02.

∎ Mobile Game GUI Pack 04

This is the interface package that focuses on game mobile. It’s also the perfect choice for developing puzzle games.

∎ Cartoon Games GUI Pack 14

The colorful buttons in each game, which are designed by the GUI Pack 14 Interface would help players not to be confused.

∎ DingDong: Game GUI Pack

These items such as buttons, banners, tile sets, icons,… of mobile games can be lovely designed  by this interface.

∎ Space Game GUI Pack

Base on the space game GUI pack, game designers are able to focus on game instead just building items in the game.

5. Game Kits:

When you start developing a game, all you need is the set of game kits.

∎ Wirawiri: Game Level Map Builder

This game kit help creating the diversified terrain, surface styles, other items more beautiful and attractive.

∎ Top Down Racing Game Creation Kit

It will be much easier if the game designers use this set of kit to create racing games.

∎ 2D Pixel Art Game Assets

The 2D Pixel Art Game is the wonderful start to design a new game with 150 assets, creating a perfect begin for you.

∎ Casino Card Game GUI

This set is nice addition for your game inventory with full cards, table, and so on.

∎ Cannon Ball Shooter Assests

In this set, construct a bubble shooter with nice colors, animations, element and more in 3 file types.

∎ Flying Adventure Dark Style Game Kit

A game which consists of element sets, character sprites or so on will give for you sense of flying adventure.

∎ Spooky Places Game Assets

In order to an exciting game, this set with sprite sheets and buttons to the backgound is necessary for you. Spooky Places Gamr Assets is a cartoon-themed horror game.

∎ Game Assets for Tank Wars

If you want to enjoy a game with your friends in long time, this game set which have function sprites, tile sets and so on is good choice.

∎ Golden Slots Game Kit

This is a swanky game setwith more than 500 elements. Moreover, every asset can be edited in 6 file formats.

∎ Space Game GUI Set

You feel more excited with a space-themed game set which has designed menus, sprites, button and so on.

 

6. Miscellaneous Things:

This is a list of assets which has game icons and addition assets. Let’s see anything which be assembled below.

∎ Common Game Icon Asset

A game is very excited which has 100 icons in 4 sizes.

∎ RPG Item Bundle 1

This is a game with a bundle of 296 items used for leveling up players.

∎ Magic Bottles Icons

The icon sets are a new theme for all games.

∎ Game Icons

Icons which are designed simply and colorfully are one of the key to attract the attention of players.

∎ 2D Cartoon Forest Trees & Plants

For this type of game, the game makers have designed more than 230 items based on the image of the tree.

 

∎ Donut Game Icons Set

This game is great for playerwho love cooking, it is a perfect combination of colorful food.

∎ 85 RPG Fantasy Spells Icons

This is a fantastic game for players who want to create their icons by themselves.

∎ Asteroids Game Pack

Many players are considering buying this package to complement the space game collection on their mobile devices.

∎ Isometric Map Icons Vol.01

This is a perfect design for games that involve maps because it’s has many choice for players to choose.

∎ Common Game Icon Pack HD

For games that have already hit the market, this is a perfect addition to improving game quality.

Conclusion

This is a list of core things, which are game designers and game developers pay attention for creating a new games. There may be some details that can be overlooked but in general this is a useful article for people who are really interested in the game development services industry.

 


Tips and tricks in Unity and Vuforia that you should know


Vuforia helps you make engaging AR apps. Now, I will introduce several nice functions of it. We will explore Cube and Cylinder-Targets, Vumarks, Smart-Terrain and more. Of course, we will not explain these subjects deeply, but it is enough for you to understand and you can start with them.

 

1. Set up “Vuforia” on Unity

You can skip this section if you are already with preparing a Unity project. Because it reviews for people that used Vuforia in the past.

Firstly, you have to set up the framework by downloading and importing the “Vuforial” package for Unity. After that, in “Vuforia’s License Manager”, you have to create a License Key. You take the key and insert it on “ARCamera” prefab. And now, you can play around with “Vuforia”.

You can consult the example below : Create a Pokémon GO Style Augmented Reality Game With Vuforia.

2. Design an Image-Target

Almost of Augmented-Reality experiences on “Vuforia” base on types of Target which is admit by “Vuforia’s algorithm” to begin the augmentation process. Designing target by yourself, then submit it to “Target-Manager” of “Vuforia”in order to the system identify it. One thing you should remember, this design must apply some tutorials unless you want it cannot recognized at all.

Many types of “Vuforial” targets including a lot of “Image-Targets” are arranged in concrete position and order with a “Multi-Target”. So, you have to have knowledge about designing an “Image-Targets”.

When designing an “Image-Target”, it applies three main rules below:

Detail must be rich.

It must have a nice distinction with bright and dark regions.

There is no repetitious and can be exist.

An arrangement of the image which using its function is created by “Vuforia”, then the algorithm can find sample and track the targets. An image’ function looks like a box corner or the tip of the star, it means that it is a sharpened angle roughly; and the amount of function in image connect directly to its “trackability”

And important more, the “Image-Targets” need level of randomness and chaos to be identified. So, if functions in an image are arranged in a pattern, they will not help.

Therefore, you can create a perfect “Image-Target” if you apply those rules above.

3. Using Multi-Target

The “Multi-Target” is include a series of “Image-Targets” in determinedgeometric disposition. “Vuforia’s algorithm” can track the targets at the same time and make a volumetric reference in this disposition. In marketing strategy, “Multi-Target” is extremely useful to improve interaction of customer with product package.

a. Designing a Multi-Target

The rule of designing of “Multi-Target” is the same as that of “Image-Target”, but adding 2 rules, there are: the box’s depth and its Geometric consistency.

A recommendation shows that the depth of the box should be a half of its width. If it is smaller than that, it will work.

Algorithm of “Vuforia” expects that all parts of the “Multi-Target” have consistency. In other word, all of the sides of the box are expected to be in place. If this cannot happen, it can keep the removable part blank in target creation in “Target-Manager”.

b. Creating a Multi-Target

Firstly, selecting the database, then click Add-Target. Select the “Cuboid” option with Width-Height-Length-Name.

I repeat that a “Multi-Target” is include a series of “Image-Target” in a defined position. So, when the “Multi-Target” was created, select and set “Image-Targets” in it. Each the part of cuboid must have an image, in which, each image apply to the percentage of the cuboid, specified when the target was made.

You would be ready when the Cuboid is installed. Download the database, then, add it in Unity. Drag a “Multi-Target” prefab to the stage, and select Cuboid-Target and database which downloaded in order to use it. Take a look at the documentation.

4. Cylinder-Targets

“Vuforia” documentation shows that Cylinder-Targets allows you to find or track images that rolled into the cylindrical and conical shapes. You can create engagement with product package by using this interaction.

a. Design a Cylinder-Target

As Multi-Target, a Cylinder-Target depend on Image-Target, too. That means it should apply 3 main rules in designing. Both the top and the bottom of the cylinder must be a square, they will be marked by the Target manager system. You should attend to target’s consistency.

b. Create a Cylinder-Target

In first step, select the database in “Vuforial’s Target-Manager”, add a new Target, select the Cylinder choice, set its Dimensions and Name.

In second step, select the Cylinder-Target which you created and upload images to it. You can upload one image for top and one image for bottom. You should know that the image must respect the ratio of cylinder. But don’t worry because “Vuforia” system will give you the exact ratio, so, you can regulate your image percentages accordingly. Your upload will succeed just when the ratio is correct.

You only have to download and import the database to Unity, then, drag a “Vuforia Cylinder-Target” prefab to scene, you can use it.

5. Smart Terrain

The Smart-Terrain is a sole function which allows you to rebuild and improveyour physical environment. The function reconstruct, tracks physical objects,defines and surface. Those objects which are specified can be used as terrain in Unity, and it open up exciting possibilities for games and experiences.

The experience is beginning when the device tracks an Image-Target, a Cylinder-Target or other kind of target. The system will specify objects that distributed around the target, then, set the game stage base on objects tracked. The terrain is projected nearly over the scanned objects, the experience starts.

When objects apply to “Vuforia” standards, Smart Terrain can define them, like boxes or cylinders. It will put those simple objects directly on the game stage and using them like part of the scene.

The Smart-Terrain system calls those types of objects Props. The size can be small like a soup-can or big like a large cereal-box. “Transparent objects” like glass which is not supported.

Smart-Terrain works in 3 stages:

Staging: the user distributes the target and the objects (props).

Scanning: Smart-Terrain tracker captures and rebuilds the stage and props which used in the stalling.

Tracking: the Unity scene that you’ve developed augment the terrain.

In order to create a Smart-Terrain experience, the “Vuforia” team shows us an excellent each step guide. You only allows the guide if you want to try. However, you should remember that Smart-Terrain is limit certainty, especially relative to hardware and system requirement. You can find out more about the system in its documentation.

6. VuMark

A “VuMark” is a type of target can be made to order fully and it is defined by “Vuforia” tracking system. It can recount specific design option or a brand personality. “VuMark”can begin “encode data” or“AR experiences”.

The creation process with “VuMark” is not simple. The “Vuforia” team gives us an excellent guide and some helpful tools. But in this post, I will only show you general idea of this process.

a. “VuMark” Design

It is important to understand several construct and design rules for “VuMark”. A “VuMark”consist of 5 parts:

Contour: the contour is specified by the contrast between border and the clear space. It is a part which “Vuforia’s algorithm” finds firstly.

Border: the organizing shape of “VuMark”. It is made by straight lines with at least 4 angles which located at the outermost edge of the design.

Clear space: the empty area that appears adjacent to the border. It is ensure there is enough contrast for the algorithm to find the contour

Code / Elements: shows the target’ ID. Including elements have high contrast, represent 2 stage: dark and light. When create the “VuMark” Template in Illustrators using the tools, the amount of elements is organizing.

Background / Design Area: this area is an empty canvas that will be ignored. You can be free to design in this space.

To find out more about the design requirements, read the VuMarkDesign Guide.

b. Create a “VuMark”

VuMark is made by using Adobe Illustrator and the VuMark Design Tools. The tools are consists of 3 Illustrator scripts.

An advise for you, you should design idea and consider all tutorials which Vuforia gives before beginning a VuMark. When completing the design, you should divide it into parts, applying VuMark’s construction.

Firstly, create a new VuMark sample by using the “VuMark-Setup.jsx” illustrated script. Then, you can choose the mark’name, ID type, length in “VuMark-Temple-Setup” The amount of characters which encoded will define how many it contains.

You have to copy design idea and break it by using classes which created by the script when the template is created. Each class shows a part of construction and has its rules. You will the “VuMark-verify.jsx” script to check whether you design is right. This script will have some advises for you about the way to fix you design.

You will export the target after ensuring your design conforms to “VuMark’s standard” and it is broken down. To do this, you have to run the “VuMark-Export.jax” script. It will make a new file in Illustrator, move this content from your “VuMark” sample. It will remind you to save your sample under an SVG file. Now, you can upload the target file to a new database in “Vuforia’s Target Manager”. After that, as other targets, you download database and use it.

7. Explore cool features

In general, Vuforia system has extremely interesting features. Some other features in Vuforia:

User defined targets: like Image-Targets, but addition, user can organize the targets by using the device’s camera.

Cloud recognition: (for firm-accounts) this is kind of target database which lives in cloud. You can upload and synchronize new Image-Targets with the app on fly.

Object recognition: it is an experimental function. This function permits the specification of an object after a special tool scan it.


The secret inside an attractive game


“Anything that touches your heart will be a big hit.” This is a quote from a famous director that I forgot the name. This statement is especially right when applied to the gaming industry in particular and other general occupations. So how can a game touch the heart of the gamer? Or we can say another way, “How to creat an attractive game for gamer?”

If you are a game designer, you will definitely want your game to be liked by many gamers. So in today’s article I will introduce you to the elements to create the attraction in the game. These principles are based on the study of human psychology as they play the game.

1. Put the “simple” into your game

Has anyone ever heard of the name “Snake,” an extremely simple game on Nokia?

The gameplay of Snake is very simple. You just use a hand and control the direction of the snake’s movement to eat as many points as possible.

The success of Snake is undeniable, there are many later versions based on Snake. But all of them have the following elements:

A snake or something like that, and can move on screen.

Find the foods that appear randomly on the screen to earn points.

Each time you eat food, the snake will be a little longer.

The interesting thing about Snake is that it creates a challenge for itself, as the longer the snake, the more difficult it is for the player to move, because if it touches the body, the snake will dead and the game ends, the player must play again from the beginning.

For simplicity and short game play time, “Snake” is suitable for you to play anytime in any situation. That is also a reason for it to become a monument in the game industry.

2. Create a game with easy tasks and simple features

Simplicity is the essence of a game when you want it to become popular and well known. Gamers will not spend the whole day just to find out what your game is and how to play it. Look at the famous games like Clash of Clans with the strategy of building your land, participating in the battle and win. Or Surfers with the mission is that you have to run the train while avoiding the obstacles. Or Temple Run with the simple request that you just control your character running as far as possible, the game has auto-run character…

However, it is not easy to create such simple and fascinating games. Templet Run always has a lot of mummies for you while Candy Crush has hundreds of different levels for players to explore (the most addictive online game ever).

The most notable thing here is the repetition of the game requirements. Let’s design your game to show it in the most subtle way, simple but really attractive.

3. The recognition level of the gamer

When a player scores a goal, they jump to celebrate or run around the yard and look at the audience. When a singer finished singing her song, she bowed to the audience. So what do they expect when doing those actions? It is recognition, appreciation, praise from viewers.

Did you notice that all games today are mostly level-up? From RPG to SLG and MOBA, they all have level features. It is introduced to show the level of the gamer, so that gamers know where they stand in your game.

A fireworks effect or a congratulatory message is a small but very big impact on the player when they level up. It also acts as a message to your gamer that “Are you ready for the next level challenge?”, “You will get new features at a new level”… and this will motivate players to continue playing your game on their new journey.

One more thing that I would like to mention is the comparison, which is best demonstrated through the game’s ranking system. Gamer will see his position compared to other players. At the same time this will challenge the gamer’s brains, making them need to try and spend more time playing your game.

Conclusion:

These elements are extremely useful as it is derived from the gamer feel. If you apply these elements well into your game, you will have a very attractive and desirable product. Let’s creat your game right from now, I hope to soon be playing your game.