— issue #177

Gamedev.js Weekly #177


From 0 to 2 million DAU: an interview with FRVR
It’s one thing to devote years of your life to building games. It’s another thing altogether to turn these creations into a business success, time after time.
Chay Hunter at Game Analytics

Game Design Deep Dive: creating tension in Card Thief
Together with various talented people I've released several games, most notably Card Crawl, ENYO and recently my solitaire-style stealth card game called Card Thief.
Arnold Rauers at Gamasutra

Virtual and Augmented Realities: asking the right questions and traveling the path ahead
We’re already at a point where millions of people are beginning to enjoy some of what these new developments can offer, but it’s early days.
Clay Bavor at Medium

PAX-branded conventions expanding to China and elsewhere
The Penny Arcade Expo is continuing its international expansion, but not under the existing PAX name.
Samit Sarkar at Polygon

Full-game demo ad platform AppOnboard raises $4 million to expand operations
Playable ad firm AppOnboard has raised $4 million to continue to develop and expand its "full-fidelity" game demo platform.
Ric Cowley at Pocket Gamer


HTML5 game engine behind “Mike Dangers” made in a few lines of code with Phaser and ARCADE physics
All you have to do is climb your way to the sky, ladder after ladder, avoiding spikes, traps and monsters while collecting diamonds and idols. See also adding diamonds and real object pooling.
Emanuele Feronato's blog

Water breakdown
Here’s a breakdown of how I created the water surface shader for my current project. It was created using C++, OpenGL and GLSL, but it should be easy to bring over the same ideas to whichever engine you’re using.
Owen Deery at Fire-Face



CSS wormhole

Rising and falling cubes


Game objects and the scene graph - Indie Dev Tools

Here's what happens when an 18 year old buys a mainframe


Feed the Bob

Beehive Blitz card game

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