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When the economy or progression system of a single-player premium game is out of balance, it has a direct impact on player experience. In the case of Free 2 Play games, having a bad game economy impacts the chances of players spending money or watching ads. With the rise of Play 2 Earn games, …
Hypercasual games are a new genre of games that is taking the world by storm. They combine hyper-simple gameplay, hyper-short duration, and hyper-social features to create an entirely new gaming experience. These types of games are perfect for Generation Z who live on their phones and prefer instant gratification over longer, more immersive experiences. We …
In this webinar, we were joined by Rec Room’s Cristopher Ory, Lead Social Designer and Audrey Cox, Senior 3D Artist & Game Designer. We discussed about the Metaverse, UGC and how future game designers can grow a career on their platform. Rec Room is an optional virtual reality online video game with an integrated game …
Similar to pretty much anyone that has a Netflix account these days, we here at Machinations, have been glued to the screen watching Squid Game. We could not help but wonder about what it must be like to be a game designer in such a dangerous workplace. There must be some immense pressure on your …
The metaverse is a shared space, created by communities or individuals to share information. It has been described as the next evolution of the internet. The metaverse consists of virtual worlds that are constantly connected through networks and servers. Web 3.0 will allow for more immersive experiences in these virtual worlds, making it easier for …
Calling all game designers looking to create high-action games with twitch-based controls. Alex Clark is a Senior Game Designer from Nitro Games working on the next generation of mobile shooter games. He shares his views on how to create tense moments, set up a series of quick decisions, and create fun action gameplay. Alex walks …
All game designers hope to build a game that draws players in and keeps them engaged. During this Machinations webinar we’ll show you how to achieve that. Ian Schreiber has been in the video game industry since the year 2000, first as a programmer and then as a game designer. He has worked on six …
Recent gaming history has been littered with examples of triple-A games being released well before they are ready. Huge releases from major studios and developers such as Anthem, Cyberpunk 2077, and Fallout 76 have all been released to the public as buggy or highly unbalanced messes. These releases were followed by the predictable fallout as …
We’re looking at how Machinations can be used to test progression systems for different player profiles and play styles, ranging from casual players to your biggest whales. As well as how different players might approach your game and how this impacts their progression. We were joined by Jeffrey Feenstra, LiveOps specialist @ PopReach who went …