Guest Blog: “Procedural Content Generation” by Aaron Chapin

Here at Goodgame, we are a multi-talented team with many different specializations within the field of gaming. What unites us is our passion for making games, and our ambition to become really good at what we do. In order to achieve this, we want to learn and improve fast, which is why it is especially important to us to exchange knowledge throughout our team as well as with the rest of the gaming industry. That’s why we are quite excited to share our first guest post from our colleague Aaron with you today! Aaron has worked as both a client and server developer within our Moonshots Studio, and in his blog post, he lets us in on the topic of building parts of a game automatically using Procedural Content Generation. Read on to find out what that is, how it can be used, and what benefits or drawbacks it might have.

Alex at Unite
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5 questions to Matt: “About Art & Burgers”

As you might know, we are currently working on new titles with which we want to venture into new genres beyond strategy and simulation. Therefore, our Casual Games Studio is developing our first puzzler games, with various talented game designers, software specialists, and artists investing their creativity and passion.

One such talented colleague is Matt, who is currently working as a UI Artist specializing in 2D animation in our Casual Games Studio. For today’s blog post, we sat down with him to ask a few questions about his job.

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GOOD Teams: Product Intelligence knows what players want

Anyone who works in game development knows how complex and challenging it is. For the best odds of success, a game team should include industry experts from various fields who work closely together towards a common vision: creating the best possible product. One such team of experts at Goodgame Studios is Product Intelligence, which studies data from our games to find out how we can improve our existing and upcoming titles. Product Intelligence analyse player behaviour to discover what keeps our users engaged and motivated, and provide these insights to the product team, game designers and developers. Their analyses generally contain recommendations on how certain behaviours can be incentivised and, ultimately, how the game can be made more rewarding for players. “Our team is really in the trenches, serving as the front line between the product and the 100GB of data we collect daily,” explains team lead Alexei Vink.

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Why Goodgame Gangster, Shadow Kings, & the rest don’t make updates anymore

In our blog, we regularly share news from our company, introduce you to our teams, and give you a peek behind the scenes of Goodgame Empire and our other games. Every now and then, however, we receive questions that aren’t about our latest development and games, but rather concern our older titles: “Why don’t you make updates for Goodgame Gangster anymore?” We think that today’s blog post is the perfect opportunity to provide a detailed answer to this question and explain why we no longer develop Goodgame Gangster and some of our other games like Goodgame Galaxy and Shadow Kings, of which our Classic Studio is taking care of apart from Goodgame Big Farm.

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A day in the life of a junior product manager

Janin_Schmitz_1Today we’re going to take you behind the scenes of how we develop games at Goodgame Studios! We will follow our colleague Janin through her day as a junior product manager. Janin has been a part of the Legends of Honor team since February 2015. As a product manager, PM for short, she and four other colleagues are responsible for the production teams that work on the game and decide the game’s general strategic direction. One of the core duties of our PMs is to optimize players’ game experience while always taking into consideration the value of the product. “Each day is different from the last, and there are always new challenges to overcome with the team, like when the community expects a new feature that we’d like to get to our users as quickly as possible. But this makes the job very interesting as well,” Janin told us. For this blog, we took a few peeks over Janin’s shoulder as she went through a typical workday.

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