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

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