Understanding Games: Getting the most Bang for your Buck!

Hi! In a continuing effort to clarify some grey areas and demistify our practice and procedures, we’ve created a new infographic.  This one helps to give you a very high level view of some of the different Read more of this post

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The Gaming Landscape

A critical component of my job is to be able to see my designs from another person’s point of view; someone who doesn’t play games and who doesn’t necessarily understand the rules and expected behaviours of games. It’s important I don’t fall into the trap of believing everyone see’s the world as I do. It’s also part of my job to explain games to non gamers and therefore promote the benefits of serious games. Often the first level of challenge I come across is a belief that a game is a game. Of course those of us in the industry know there are many genres of games, each with its own Read more of this post

Connectivity, Mobile & Serious Games

So this morning while I was sipping my first cup of coffee I sat back and watched a film about Spectrum Crunch. I thought that sounds like an interesting problem for the future but not something that’s going to directly affect me. But then the narrator said something that made me sit up and take note; AT&T claim we are going to run out of spectrum by 2014… That’s only a Read more of this post

E3 2012: A short round-up of what you need to know


E3 was held a few weeks back and showcases the most innovative technology in gaming and is often thought as the most important event in the games industry calendar. So here’s a round-up of all you need to know and how it could affect the serious games industry.

More player control

A common theme in many of the games show cased at E3 this year is the ability to choose your own path. Many games from Dishonoured, Watch Dogs, and The Last of Us showed this mechanic within their game play giving the player a choice to assassinate an enemy in a stealthy way or maybe not kill them at all. This gives the games more replay ability and gives players a chance to choose the path they want to. This shows how consumers want to be able to work through a game how they want to seeming to make their own decisions. This is something that serious games have already emulated; many strive to show the impact of the player’s decisions in simulations, showing the effects of their choices. This just shows how games are Read more of this post

Challenging Ourselves to Design and Build a Serious Game in under 8 hours!

We often hear about hackathons and codeathons, times when very talented people get together to really challenge themselves, but having never taken part in one myself,  I’ve always wondered how challenging it would be to put yourself in that situation. So I did, but from a design perspective.

PIXELearning recently attended our belated group Christmas Party, graciously hosted by DLM in London. As well as the company presentations about strategy and operations, team bonding Read more of this post

Flash is dead! OK now get off the band wagon and calm down dear!

If I had a pound for every time someone had told me recently that Flash is dead, I’d take you all out for a pint and tell you about why Flash is far from 6 feet under. But so far, no one has been so generous; so I’ll have to make do and blog about it instead.

Now I’m not a techie and I’m not a coder, and I’m not a business woman, but Read more of this post

Changing Attitudes to Dating Violence

PIXELearning are proud to announce the development of a serious game designed to raise awareness of violence in young people’s relationships.

The game, currently called Green Acres High Read more of this post