Voodoo Videos

TUTORIALS ON IMPROVING GAMEPLAY

  1. Satisfy Me…
  2. Youtubability
  3. What’s a Zoning
  4. What’s a Good Perfect
  5. What is a Merge?
  6. Interactivity
  7. System 1/ System 2
  8. What is CPI and how to reduce it?
  9. Snackability
  10. Think Before You Code
  11. Following and Creating Trends

VOODOO PROCESSES

  1. What is a Good Prototype?
  2. How to Add Annotations on GameAnalytics?
  3. When to Iterate on a Prototype
  4. How to Make a Good Test Video?
  5. Know Your Audience
  6. Why We Reject Games?
  7. How We Test Games

TECH HOW-TOs

  1. How to Export and Publish an Android Version of Your Game ONLY IF YOUR GAME WAS VALIDATED TO PUBLISH
  2. How to Read the Retention on GameAnalytics?
  3. How to Use the Dashboard?
  4. How to Integrate VoodooSauce Cross Promotion

 LIVESTREAMS

  1. Wood Shop February 2020
  2. Bike Hills January 2020
  3. Push’Em All January 2020
  4. Art Efficiency & Story
  5. Crazy Kick 2019
  6. Aquapartk Interview 2019
  7. Variety September 2019
  8. Dig it August 2019
  9. Depth July 2019
  10. Aquapark.io June 2019
  11. Learning from failures June 2019
  12. Purple diver May 2019
  13. Non Gamers April 2019
  14. Roller Splat March 2019
  15. Brainstorming Benchmarking March 2019
  16. Be Bold: Innovate February 2019
  17. Core mechanic: Grass Cut January 2019
  18. Hit stories January 2019
  19. Fast Prototyping 2019
  20. Knocking Ball November 2018
  21. Starting from experience October 2018
  22. How to make an io game October 2018
  23. Color Contrast and CPI September 2018
  24. Perfect hits, when to revive prototypes September 2018
  25. Innovation September 2018
  26. TENKYU August 2018
  27. Q&A August 2018
  28. Q&A August 2018
  29. Q&A July 2018
  30. Q&A July 2018
  31. Q&A July 2018
  32. Q&A July 2018
  33. Process June 2018
  34. Trends 2018
  35. April 2018
  36. May 2018
  37. June 2018 – Trends Q&A
  38. June 2018 – Process Q&A
  39. July 2018 – Q&A 1
  40. July 2018 – Q&A 2
  41. July 2018 – Q&A 3
  42. July 2018 – Q&A 4
  43. August 2018 Q&A 1
  44. August 2018 Q&A 2
  45. August 2018 Innovations
  46. August 2018 TENKYU
  47. Perfect hit, when to revive prototypes
  48. September 2018 – Color, Contrast and CPI
  49. October 2018 – How to make an .io game
  50. Starting From an Experience 
  51. Depth in games: Risk-Reward perfect
  52. Case Study: Knock Balls
  53. From “Fast Prototyping” to “Smart Prototyping”
  54. Hit Stories and Case Studies
  55. Starting from a Core Mechanic: Grass Cutting
  56. Be Bold: Innovate 
  57. Benchmarking, Brainstorming
  58. Games for non-gamers
  59. Case Study: Roller Splat
  60. Case Study: Purple Diver 
  61. Learning from Failures
  62. Case Study: Aquapark.io
  63. Benchmark to Level Up

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