The Damage Is Too Damn High or Achieving the Perfect Balance
When you develop games, a lot of factors can have a decisive impact on the final product – for instance, an imperfect game balance can kill even the most interesting of storylines. We’ve decided to share our experience in overcoming these hurdles – our lead designer’s article on Medium describes how to get the combat balance just right.
The Game Designer’s Toolbox: User stories, or how to help a player get a grasp of new contentDecember 12
Our Producer's article for Gamasutra
Your Inner Fish That Wants to Play: What Anthropology Has to Say about GamesDecember 4
Our Project Manager's article for Gamasutra
Pixonic DevGAMM Talks HighlightsOctober 1
We’ve just held a one of a kind meetup for developers