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Author: Alexandre

Working on content and communites at Machinations, I'm here to help create a cool space in which our members can learn, engage, and discuss anything related to games design and Machinations.

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07/11/2024 Alexandre

How To Design Economic Resets in Games

This article is a guest post by 0xKepler, Senior Token Engineer over at TAU Labs, and we’re stoked to share it with you here. 0xKepler explores the idea of economic resets in gaming, looking at how they can shape virtual economies and gameplay. Table of Contents Introduction: The Idea Behind Economic Resets Heaven and Hell …

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05/11/2024 Alexandre

Webinar: Building Your First Machinations Diagram

Hands-On Tutorial: Getting Started with Machinations for System Modeling Have you been wanting to learn Machinations for system design but didn’t know where to start? Or maybe you’ve opened Machinations before but felt unsure how to begin modeling your own systems? We recently hosted a hands-on workshop that walks through the essentials of using Machinations, …

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29/10/2024 Alexandre

Understanding Systems Thinking: A Framework for Solving Complex Problems

Unlocking the Power of Systems Thinking: An Approach to Tackling Complexity with Machinations Every industry today is shaped by a multitude of interconnected elements. From supply chains and business operations to financial systems and user interactions, the complexity can be overwhelming. In such environments, traditional problem-solving methods often fall short. What’s needed is a framework …

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10/10/2024 Alexandre

Webinar: Introduction to LiveOps with Machinations

We recently hosted an insightful webinar on how Machinations can empower LiveOps teams to tackle one of the biggest challenges in gaming: managing uncertainty in live games. Our expert team demonstrated how Machinations can simulate and predict the impact of new features on player engagement and retention—key metrics for building a thriving game. In case …

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18/09/2024 Alexandre

What’s Right and Wrong About Game Economies – A Conversation with Deconstructor of Fun

Game economies are more complex than ever, and traditional tools are struggling to keep up. In this podcast, Mihai Gheza, CEO of Machinations, joins the folks at Deconstructor of Fun to explain why designing balanced systems requires more than just guesswork. “You’re not just balancing numbers; you’re balancing the player’s entire experience,” Mihai says, as …

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31/07/2024 Alexandre

How Animoca Brands Quantifies Design Decisions with Machinations

Animoca Brands is a global digital entertainment company, widely recognized for its significant contributions to the blockchain and gaming industries. The company specializes in developing and publishing a broad portfolio of products, including games, virtual worlds, and various blockchain-based applications. The company actively emphasizes understanding player personas and intrinsic motivations. Through this user-centric approach, Animoca …

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18/07/2024 Alexandre

Community Spotlight – Using Machinations to Map Out Business Operations: Deniz’s Story

Deniz shares insights into his unique use of Machinations to simulate his company’s operations, the features he finds most valuable, and advice for newcomers to the platform. Join us as we delve into Deniz’s journey and the ways Machinations has supported his creative process. Can you introduce yourself and share a bit about your background? …

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16/07/2024 Alexandre

Webinar: How to Balance Loot Boxes in Machinations

​Join us for an insightful webinar where we delve into the intricacies of designing and balancing loot box systems using Machinations, the leading platform for game and systems design. Our session will guide you through the essential techniques for creating engaging and rewarding loot box experiences that captivate players and enhance their gaming journey. Using …

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02/07/2024 Alexandre

Community Spotlight – Optimizing Players Progression with Machinations

Can you introduce yourself and share a bit about your background I’m Guido Parlatore, a technical game designer currently in the final year of the Game Design course at AIV – Accademia Italiana Videogiochi. The diagram I created is for Project Anchor, an isometric metroidvania game immersing players in an underwater adventure in search of …

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