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Index
Title Page
Contents
Foreword
About GAMESbrief
About the Authors
Part One
Rule 1: Make it Fun
Rule 2: The Starbucks test
Rule 3: Come for a minute, stay for an hour
Rule 4: Complexity in layers
Rule 5: The importance of never ending
Rule 6: Be generous
Rule 7: Be Free-to-Play forever
Rule 8: The no-brainer first dollar
Rule 9: Make it possible to spend $100
Rule 10: Have pizzazz, not polish
Rule 11: Kill the tutorial
Rule 12: I must not fail
Rule 13: Sell emotion, not content
Rule 14: Experiment and learn
Rule 15: Game development never ends
Part Two
A/B Testing
How To Publish A Game
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