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

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