TUTORIALS ON IMPROVING GAMEPLAY
- Satisfy Me…
- Youtubability
- What’s a Zoning
- What’s a Good Perfect
- What is a Merge?
- Interactivity
- System 1/ System 2
- What is CPI and how to reduce it?
- Snackability
- Think Before You Code
- Following and Creating Trends
VOODOO PROCESSES
- What is a Good Prototype?
- How to Add Annotations on GameAnalytics?
- When to Iterate on a Prototype
- How to Make a Good Test Video?
- Know Your Audience
- Why We Reject Games?
- How We Test Games
TECH HOW-TOs
- How to Export and Publish an Android Version of Your Game ONLY IF YOUR GAME WAS VALIDATED TO PUBLISH
- How to Read the Retention on GameAnalytics?
- How to Use the Dashboard?
- How to Integrate VoodooSauce Cross Promotion
LIVESTREAMS
- Wood Shop February 2020
- Bike Hills January 2020
- Push’Em All January 2020
- Art Efficiency & Story
- Crazy Kick 2019
- Aquapartk Interview 2019
- Variety September 2019
- Dig it August 2019
- Depth July 2019
- Aquapark.io June 2019
- Learning from failures June 2019
- Purple diver May 2019
- Non Gamers April 2019
- Roller Splat March 2019
- Brainstorming Benchmarking March 2019
- Be Bold: Innovate February 2019
- Core mechanic: Grass Cut January 2019
- Hit stories January 2019
- Fast Prototyping 2019
- Knocking Ball November 2018
- Starting from experience October 2018
- How to make an io game October 2018
- Color Contrast and CPI September 2018
- Perfect hits, when to revive prototypes September 2018
- Innovation September 2018
- TENKYU August 2018
- Q&A August 2018
- Q&A August 2018
- Q&A July 2018
- Q&A July 2018
- Q&A July 2018
- Q&A July 2018
- Process June 2018
- Trends 2018
- April 2018
- May 2018
- June 2018 – Trends Q&A
- June 2018 – Process Q&A
- July 2018 – Q&A 1
- July 2018 – Q&A 2
- July 2018 – Q&A 3
- July 2018 – Q&A 4
- August 2018 Q&A 1
- August 2018 Q&A 2
- August 2018 Innovations
- August 2018 TENKYU
- Perfect hit, when to revive prototypes
- September 2018 – Color, Contrast and CPI
- October 2018 – How to make an .io game
- Starting From an Experience
- Depth in games: Risk-Reward perfect
- Case Study: Knock Balls
- From “Fast Prototyping” to “Smart Prototyping”
- Hit Stories and Case Studies
- Starting from a Core Mechanic: Grass Cutting
- Be Bold: Innovate
- Benchmarking, Brainstorming
- Games for non-gamers
- Case Study: Roller Splat
- Case Study: Purple Diver
- Learning from Failures
- Case Study: Aquapark.io
- Benchmark to Level Up