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Game Dev Podcast - The RisingHigh Extended Tea Break - Game Development Advice for Game Developers - 013: Icon Design - 6 Golden Rules & Principles for Effective Game Icon Design that Every Game Developer Should Know.

013: Icon Design - 6 Golden Rules & Principles for Effective Game Icon Design that Every Game Developer Should Know.

05/01/18 • 41 min

Game Dev Podcast - The RisingHigh Extended Tea Break - Game Development Advice for Game Developers

Your icon is arguably one of your most important assets when it comes to your App Store presence. It is usually the first opportunity to impress potential customers and therefore makes it critical to your overall branding.

When speaking about icons, there is without a doubt some best practices that should not be ignored. Often when we think of icon design, less is usually more. However, the icons main purpose is to fully encompass and capture the very essence of your game.

Ideally, this should be achieved with as few elements and colours as possible. The best rule of thumb, and at the very core of great icon design, is that you should try and head for a single element that is clearly visible when viewed on the device itself.

From personal experience, and as you’ll begin to notice as you delve deeper into your research tasks, the vast majority of featured games in any given week, will all have an extremely strong and clearly defined icon.

Highlights, Quick Wins & Takeaways:

1. Try to use a single element and keep it simple

2. Choose a Limited Colour Palette that fits

3. The importance of scalability

4. Avoid using words

5. Avoid using Photo's

6. Get some feedback!

Full Show Notes and Resources:

https://RisingHighAcademy.com

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Your icon is arguably one of your most important assets when it comes to your App Store presence. It is usually the first opportunity to impress potential customers and therefore makes it critical to your overall branding.

When speaking about icons, there is without a doubt some best practices that should not be ignored. Often when we think of icon design, less is usually more. However, the icons main purpose is to fully encompass and capture the very essence of your game.

Ideally, this should be achieved with as few elements and colours as possible. The best rule of thumb, and at the very core of great icon design, is that you should try and head for a single element that is clearly visible when viewed on the device itself.

From personal experience, and as you’ll begin to notice as you delve deeper into your research tasks, the vast majority of featured games in any given week, will all have an extremely strong and clearly defined icon.

Highlights, Quick Wins & Takeaways:

1. Try to use a single element and keep it simple

2. Choose a Limited Colour Palette that fits

3. The importance of scalability

4. Avoid using words

5. Avoid using Photo's

6. Get some feedback!

Full Show Notes and Resources:

https://RisingHighAcademy.com

Support the show

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undefined - 012: Fun In Games - 5 Factors of Fun you’ll find in Every Game You’ll Play and Game Developers Need to Know

012: Fun In Games - 5 Factors of Fun you’ll find in Every Game You’ll Play and Game Developers Need to Know

Defining Fun is certainly and tricky one for sure. What is fun for me, could quite possibly not be particularly fun for you. So how do we define fun when it comes to Game Development and in our games?

Rather than thinking of the word "Fun" in the traditional sense, we should be thinking about our Games as being an experience, to which fun is an aspect.

For instance, let's say we have built a Horror themed game where there's spooky moments, creepy music and scare jumps a plenty. Whilst there may not be too many "fun" aspects, it's still completely enjoyable. When we boil everything down, each and every game we'll ever play will consist of training us in some aspect.

We'll learn mechanics and gameplay systems, master timing and "hand to eye" co-ordination. The achievement of completing levels can be motivating and engaging and have positive reinforcing side-effects.

These, and many more aspects, amount to certain levels of fun even if we don't really realise it. Use our list below to see how you can weave the 5 Factors of fun into your game.

Highlights, Quick Wins & Takeaways:

1. Overcoming Challenges and Problem solving

Challenge > Adversity / obstruction > Goal - Satisfaction

2. Leveling up / Progression

Achievements / Rewards

3. Interest and curiosity

4. Wonder and surprise

- The unknown is fun - ( check out Episode 7 - The Top 10 ways to add Surprise and Wonder to your games )

5. Balance / Pinch Points

View Us Online:
https://RisingHighAcademy.com

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undefined - 014: Game Monetisation - Our Best 5 Ways to Make Money with Games and the best way to Monetise Your Mobile Game.

014: Game Monetisation - Our Best 5 Ways to Make Money with Games and the best way to Monetise Your Mobile Game.

So you’ve built your game, spent countless hours crafting each and every pixel, polished it to the end degree and now you’re ready to launch it to the world! But, just how are you going to make money from your brand new mobile game?

You should be thinking about monetising your mobile game from the moment you start to build, and this can have a big effect on how you actually end up constructing your projects. As game designers and builders, it would be absolutely fantastic to serve up our games with no ads, but as small indies, we need to earn money!

Ads are a necessity in our world unfortunately, but if done with the least amount of intrusiveness and a little thought towards our players, we can still monetise well. Let’s go over some of the popular monetisation methods open to us indie game developers today and ones we’ve used ourselves in our hyper casual / snackable games.

Simple eCPM Equation

eCPM = ( Cost Per Mile Historically ) How much per revenue per x1000 impressions

Example:

The eCPM is $5.00.
For every x1000 times the ads are displayed, you receive $5.00

Interstitials

Interstitials can be shown after game over, so for an endless running game these serve purpose from the off. Just how many game overs is acceptable? In theory you could show these after every single character death, but this obviously depends on how ‘brutally’ hard your game is. If your character dies often, your player is going to end up being bombarded with ads and this will almost certainly end in a game ‘delete’ from their device. As a rule of thumb, interstitials set at every 5 - 7 game overs is much more digestible and a little more friendly to the player.

Banner Ads

UI Screens - A great way to monetise for both portrait and landscape games and typically set at the bottom of the screen.

In Game - Again, typically placed at the bottom of the screen for portrait games Most players, including ourselves find this method of advertisement the most unobtrusive and ‘comfortable’ just make sure you don’t unfairly place your in game play button too close to the banner placement! Players will feel cheated and you may well end up with another delete on your hands.

Banners can be set at the top in a portrait game depending on what your gameplay is all about, for example, if you have a downwards scrolling or static play game. It’s possible to make banner placements on a landscape game as long as they don’t effect gameplay.

When we’re thinking of ideas for a new project, being game developers of mainly casual, snackable games, we will always try to head for a portrait version if it fits, because of the great benefits banner ads offer.

Rewarded Videos

Players love rewarded videos because they offer complete choice and remind the player that they are in total control over whether they watch an ad or not. The option to watch a short video for the reward of double coins, or time, or an ‘instant’ character or world unlock, is utterly at their command. Most players will embrace that ‘get it now’ offer, where some will prefer the challenge of completing objectives of the game knowing they have done so without a quick fix.

Rewarded videos can potentially increase retention in your game, players know there is a way to achieve game advancement without the grind of playing for weeks to get the same rewards. It can be the difference between getting bored with the grind and deleting, to unlocking a great new character or power up that refreshes the interest to play further into the game.

In App Purchases

These come in many forms, buying characters, coin packs, gem bundles, power ups or upg

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