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MY.GAMES
MY.GAMES is a leading European developer and publisher with over one billion registered users worldwide, headquartered in Amsterdam.
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A guide to monetization for the full product development lifecycle
A guide to monetization for the full product development lifecycle
We explain the key elements of monetization and lay out a timeline, expectations, and practical advice.
MY.GAMES
Aug 23
Story and art synergy: how both shape Storyngton Hall’s art pipeline
Story and art synergy: how both shape Storyngton Hall’s art pipeline
Sometimes the screenwriter shapes the story based on already-drawn assets. Here’s a peak behind the curtain at our whole art process!
MY.GAMES
Aug 14
Photoshop to Figma: how the Rush Royale UI team changed its workflow
Photoshop to Figma: how the Rush Royale UI team changed its workflow
In this article, we share the challenges of making the switch for UI development from Photoshop to Figma, what we learned, and the results.
MY.GAMES
Aug 6
Singularity: Streamlining Game Development with a Universal Framework
Singularity: Streamlining Game Development with a Universal Framework
What is a “universal framework” in terms of game design? Why are they needed or useful? How can they help streamline development? We answer…
War Robots Universe
Aug 1
How game designers can go from abstract idea to dev-ready tech specs
How game designers can go from abstract idea to dev-ready tech specs
This post covers the whole journey, with examples of technical specifications and tips from game designers.
MY.GAMES
Jul 30
10 universal tips for making game design documentation
10 universal tips for making game design documentation
Clear documentation is essential to make sure everyone is on the same page. Here are the most important guidelines to follow.
MY.GAMES
Jul 24
HR Interviews and why they are essential when applying for jobs
HR Interviews and why they are essential when applying for jobs
From the MY.GAMES HR team: demystify the HR interview. What is it? Why does it exist? Who conducts it? Read and get answers.
MY.GAMES
Jul 17
Product Design Life Cycle Methodology: Design Thinking for Product Development
Product Design Life Cycle Methodology: Design Thinking for Product Development
The advantages, features, and practical examples of PDLC in action.
MY.GAMES
Jul 9
Community managers and monetization: Bartle’s theory of player types
Community managers and monetization: Bartle’s theory of player types
See how we explored our community from Bartle’s POV, identified player categories and developed a communication strategy for each of them!
MY.GAMES
Jul 5
Reworking War Robots’ prize system with style and user-friendliness
Reworking War Robots’ prize system with style and user-friendliness
We completely overhaul the event rewards system for the better — here’s how.
War Robots Universe
Jul 5
Why Classic Design Methodologies are Fail at Product Development
Why Classic Design Methodologies are Fail at Product Development
It’s because they’re not designed for product development.
MY.GAMES
Jun 28
How to ace a gamedev interview: tips from MY.GAMES recruitment experts
How to ace a gamedev interview: tips from MY.GAMES recruitment experts
Increase your chances of gamedev interview success with these tips gleaned from conducting thousands of interviews.
MY.GAMES
Jun 20
Unity Realtime Multiplayer, Part 8: Exploring Ready-Made Networking Solutions
Unity Realtime Multiplayer, Part 8: Exploring Ready-Made Networking Solutions
It’s possible to exchange data packets directly from your transport, but this can be complex for devs with little experience.
MY.GAMES
Jun 13
How our $500K Content Creator Program investment paid off!
How our $500K Content Creator Program investment paid off!
This post details our successful Content Creator Program, explaining how it’s a win-win for developers, creators, and the audience.
MY.GAMES
Jun 7
Unity Realtime Multiplayer, Part 7: Architectures in Different Genres
Unity Realtime Multiplayer, Part 7: Architectures in Different Genres
We’ll discuss the lockstep, rollback, snapshot interpolation, and lag compensation patterns and share the best choice for particular…
MY.GAMES
May 29
Mission generation using classic machine learning and recurrent neural networks in Zombie State
Mission generation using classic machine learning and recurrent neural networks in Zombie State
Perhaps you’re familiar with procedural level generation, well, in this post it’s all about procedural mission generation.
MY.GAMES
May 24
Unity Realtime Multiplayer, Part 6: Game Network Topologies
Unity Realtime Multiplayer, Part 6: Game Network Topologies
We’ll talk about the pros and cons of the main network topologies for real-time multiplayer: P2P, authoritative servers, relay servers.
MY.GAMES
May 17
Building game worlds with creative lifehacks from the field of writing
Building game worlds with creative lifehacks from the field of writing
Sometimes, especially with new releases, we need to build entire worlds from scratch. Lifehacks from writing can provide valuable insights…
War Robots Universe
May 9
War Robots from the technical POV: a 10 year evolution
War Robots from the technical POV: a 10 year evolution
In this comprehensive post, we look at the technical side of War Robots over 10 years: the cool stuff, the problems, the experiments…
War Robots Universe
May 2
Unity Realtime Multiplayer, Part 5: Preparing Game Data
Unity Realtime Multiplayer, Part 5: Preparing Game Data
In terms of network transmission, in a multiplayer game, data format is key. We cover techniques for serializing and deserializing data.
MY.GAMES
Apr 26
Beyond the routine in QA: how we automated regression testing
Beyond the routine in QA: how we automated regression testing
QA testing work is not tedious and monotonous, it’s a creative endeavor with a rich range of opportunities.
MY.GAMES
Apr 16
How to design giant robots in shooters: a comprehensive War Robots retrospective
How to design giant robots in shooters: a comprehensive War Robots retrospective
Essential guidelines that will be useful for any developer, no matter the project
War Robots Universe
Apr 11
How to create comic-book style VFX for games, like in HAWKED
How to create comic-book style VFX for games, like in HAWKED
This handy guide will show how we create a “flash” comic effect in our action shooter game HAWKED.
MY.GAMES
Apr 10
The fundamentals of modern 2D Animation Theory using Unity Tools
The fundamentals of modern 2D Animation Theory using Unity Tools
We break down incorporating the 12 classic principles of animation with Unity Tools — from setup to finished animation.
MY.GAMES
Apr 4
Hunting for Narrative gold: Designing the treasure hunting world of HAWKED
Hunting for Narrative gold: Designing the treasure hunting world of HAWKED
We explore the key role of narrative in creating the immersive world of HAWKED.
MY.GAMES
Mar 27
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