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✨ Glimpses from an engaging and thought-provoking session by Dr. Aakash Johry, Assistant Professor, Department of Design, IIT Delhi, on “A Critical Lens on Games: Serious Games and Playful Technology.” #IITDelhi# #DesignTalk# #GameDesign# #HCD# #InteractionDesign# #IIITDelhi#
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Game Design Tip of the Day: Use your levels to tell a story! Design with purpose so players can pick up clues along the way and get sucked into the world.
Game Design and Live Feedback | Office Hours
🎮 Buildbox Game Design Tip! Great games don't have to be complicated! Focus on creating fun, engaging gameplay first. Experiment with mechanics, test your ideas, and keep improving as you build.
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I see parallels with game design, it's nice that anyone can make a basic game, but I am most excited for expert game designers to be able to make a game more quickly than once every 5-10 years
Claude Opus 5.5 gives decent game design advice. Unfortunately, I think it's advice is mode collapsed the way a lot of it's other artistic skills are, so if you take the advice, you are making your games more like the other claudeslop out there (even if any instance of it is pretty good, it gets tiring) This brought to you by me coding a cozy village game, and Claude suggesting to have ruins of other villages that gave you a teaser for what strategies or options to pursue, and then seeing someone else making a cozy village game with the same element.
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ARC Raiders has won Nordic Game of the Year at the 2026 Nordic Game Awards, one of the biggest awards for game developers in the Nordic region. The game also picked up awards for Best Technology and Best Audio Other major winners included: -The Midnight Walk — Best Art -Split Fiction — Best Game Design -LEGO Voyagers — Best Fun for Everyone -Discounty — Best Debut ARC Raiders beat several strong contenders for the top award, including Battlefield 6, Dune: Awakening and Split Fiction
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A bit late but I finished expedition 33, absolutely class game all around It's inspiring seeing the clear passion in the writing, music, performances and game design The attention to detail with environmental storytelling, so many secrets in its beautiful world :)
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Hideo Kojima posted new official art for PHYSINT. The poster shows Bill Skarsgård and Charlee Fraser and lists Don Lee and Minami Hamabe. The tagline is “The Next Cold War Begins.” Credits name Kojima for scenario, production, game design, and direction, and Yoji Shinkawa for character and mechanical design. Xbox and MetaHuman logos appear on the poster. A second image from Kojima Productions and Xbox shows the same four-person cast under the line “A Hideo Kojima Game.” Kojima confirmed Skarsgård as the lead. PHYSINT is an action-espionage game from Kojima Productions, now published by Xbox.
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All About The solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH Token - Your Questions, Answered I should first emphasize that @SatRush is a gamified BTC mining protocol with several exciting reward layers. Playing the game rewards you in BTC, gives you a chance to win a share of the Sat Strike Vault, earns you Hash Rate Points (which are used to enter drawings for the Epoch and 1 BTC Vaults), provides a juicy APR on everything you’ve mined…and now, as an additional layer, you also mine the second most scarce token - solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH . I should also say right away, for the avoidance of any doubt: the team has NO token allocation. And the protocol does NOT profit from the token price. More on that in a minute. This is not a call to invest in the token. This guide is simply an explanation of how solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH works because of all the questions we’ve received over the last 24 hours. Scarcity Only 2.1M solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH tokens can ever exist. Hardcoded, by design. That’s 10X more scarce than BTC by maximum token count. Protocol LP Fees The protocol had to supply a small amount of tokens at launch so the asset would actually be tradeable. Nothing kills a project faster than “no swap routes available.” But unlike most token launches, the protocol and the team don’t benefit from this initial liquidity seeding. The token does. LPs capture trading fees. USDC when someone is buying through your pools and RUSH when someone is selling through your pools. What do we do with those fees? We take 100% of the solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH side of the fees we receive and burn them. We take the USDC side and use it to provide additional support to absorb future sell pressure. In the first 24 hours, we saw $2.9M in trading volume through our pools and captured $459,789 in fees. Tokens were burned. More USDC was added to support future token burns. Gud tek. The beauty of this structure is that anyone selling solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH who gets routed through any of our pools can actually contribute to permanently removing tokens from circulation. The Flywheel What’s a gamified mining protocol without a flywheel, right? Most gamified mining protocols have a set emissions structure and attempt to implement their flywheel entirely on the back end. That doesn’t always work. So we took a two-pronged approach. As you would expect, a percentage of every round’s volume goes toward buying back and burning the token. But we also attack the challenge from the emissions side through this fancy formula: effective rate = min(tranche rate, $20 per $1k deployed ÷ max(30-day TWAP, 1-day TWAP)) Unlike BTC, we don’t do “halvings.” We do “quarterings.” Because of the tranche rate, which is reduced through quarterings, it’s actually mathematically impossible for us to ever truly mint all 2.1M of the hardcoded maximum lifetime supply. The TWAP term also caps the emissions rate based on price. Meaning when the token price is higher, the minting rate is automatically reduced. This is intended to avoid one of the major pitfalls we’ve witnessed in other gamified mining protocols, where there can be a strong incentive to constantly sell newly mined tokens. By attacking the problem from both sides - buybacks and burns on one side, dynamic emissions on the other - we’re attempting to build a healthier flywheel for the ecosystem as a whole. Claim Fees Another incentive to HODL is the “claim tax” that is industry standard across all gamified mining protocols. The impatient pay the patient. This is the source of the APR earned on the protocol. Users wishing to claim their mined BTC and mined RUSH pay a 10% exit fee, which is then distributed immediately to everyone else who has not yet claimed. This is responsible for the high APR you see available on @SatRush . By game design, we intentionally married the two assets together. You cannot claim your RUSH tokens without also claiming your BTC Stack. While some users play, claim, sell, and play again while chasing their opportunity to win our outsized reward Vaults, there is an entirely different group of users who are HODLING both BTC and RUSH for the long term. The balance between these two groups is a fascinating demonstration of how people with completely different goals can actually be mutually beneficial to one another. At the end of the day, solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH isn’t Sat Rush. We built the protocol first. solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH was designed as another reward layer inside an ecosystem that was already functioning. We can’t control what the market decides solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH is worth. What we can control is the design: scarcity, no team allocation, buybacks and burns, dynamic emissions, quarterings, and incentives that reward patience. solana:SATqS9DYpLQsM2z51P4QCoqJRHa5wboV4qjJerJRUSH is only one piece of Sat Rush. But we put a hell of a lot of thought into that piece. 🫡 From the depths — The White Whale 🐋
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