Tag: GameDev

Book: Sid Meier “Sid Meier’s Memoir! A Life in Computer Games”

In the video game industry, there are trendsetters, visionaries like Steve Jobs, and other legends. And then there are the gods. I’m not afraid of this comparison—Sid Meier can be counted among the gods of game development. Because it’s impossible not to know him, and his creations have forever changed the industry, setting the course for a significant number of genres and franchises. Even players who may not recognize his name almost certainly know at least one of his games, and that game is Civilization.

There are people whose names became their calling cards. Their games were bought without question, their name alone enough of a guarantee, because they had already created masterpieces in the past. But I can’t readily recall anyone else whose name was consistently placed directly in the titles of their games. With Sid Meier, this happened multiple times, starting with that very Civilization, officially titled Sid Meier’s Civilization (though the idea of adding his name to the titles didn’t actually come from Sid Meier himself).

Why can he be called a god? Precisely because, with resources modest by today’s standards, he managed to create an entire world with its own nations, a world that grew and evolved according to the rules set by its creator. He made his own Earth, where every player could also feel a bit like a god, guiding their chosen group of people from the dawn of time to the era of space exploration (in the original game, humanity’s journey to Alpha Centauri was one of the possible endings).

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Cyprus: The IT Mecca of the Mediterranean (Not Really)

I decided to write about Cyprus and IT. Perhaps this post will upset some people, but I’m sharing my perspective as I see it.

I’ve been meaning to write about IT on our island for a while, but recently I found an additional reason to do so. Over the past few months, I’ve noticed an odd wave of posts in various communities, like: “Looking for a job in Cyprus, currently living in Sunny Podunkville, open to opportunities,” or “Vacationing in Cyprus, skilled and talented—if anyone has work to offer, let me know.”

Alright, I’m exaggerating a little, but overall, there has indeed been a noticeable increase in queries from people who don’t live in Cyprus but have clearly read or heard somewhere that Cyprus is now a fantastic place for the IT industry. I want to explain what it’s actually like, what the advantages are, and what the downsides are.

Let’s start with the fact that IT as an industry has never really existed on the island. I moved here in 2014, and back then, the IT sector was quite uniform. Thanks to offshore regulations and British law, many Forex companies had established a strong presence here, along with a few others connected to the financial sector.

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Book: Minako O’Hagan, Carmen Mangiron “Game Localization”

In game development (and software development in general), there is one discipline that, in my opinion, receives far too little attention. Yet it is extremely important and can significantly impact both the perception and the sales of a product. This is localization—the process of preparing a product for another market, which is often understood simply as translating it into another language.

I can talk quite a lot about the topic of localization in general and game localization in particular (and, if all goes well, I’ll share more separately), as I spent many years as the head of several service departments at Wargaming, including the Localization Department. This is precisely why any materials on this subject are always of interest to me.

One of my former colleagues recommended the book Game Localization, where the authors decided to take an in-depth look at this phenomenon from the perspective of a scientific approach to translation in general.

The scientific approach is both a strength and a weakness of the book. The strength lies in its thorough exploration of the topic, its study of the history of the issue, and its examination of many aspects of localization. The weakness lies in the same excessive scientific rigor: countless references to other academic works on translation, an overwhelming number of quotes from analytical studies by other authors… in short, all the hallmarks of a scholarly work that tend to be too tedious for the average reader. Such readers are usually more interested in understanding the essence of the topic rather than the various methods for preparing academic research.

The authors begin their narrative from afar, discussing the history of video games in general and their localization in particular—covering the period from the mid-1980s to roughly the present day (the book was published in 2013, and much has changed in the industry in the past eight years). They then delve into the essence of the game industry (GameDev), explaining key terminology, genres, the role of narrative elements, the industry structure, and so on.

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Book: Kiril Egerev “This Button Needs Text”

The discovery of the past few months for me is the book This Button Needs Text by Kiril Egerev. It likely would have gone unnoticed if Alexey Arefyev hadn’t recommended it in his Telegram channel about product management.

Kiril Egerev is a seasoned copywriter who has worked in many online publications, both as an author and as an editor. Recently, he has been working as a UX writer at Russia’s Sberbank. For those unfamiliar with professional terminology, let me clarify: a “copywriter” is someone who professionally writes various types of non-fictional texts. These can include advertising copy, descriptions, official letters, and so on. UX stands for “User eXperience,” which essentially refers to how users interact with your product and what emotions they experience during this interaction. A UX writer (or UX copywriter) is a specialist focused on creating product texts. Here’s a direct quote from the book:

“UX writers are typically the ones who write clear and non-annoying texts for error messages, buttons, switches, and all other interface elements. They help develop the product’s voice, compile style guides, ensure consistency and adherence to typography requirements, and often handle user emails as well.”

In his book, Kiril aims to explain “briefly and clearly” what his work entails and why it is essential for any product, countering the common misconception of “who cares what we call the buttons; everyone will understand anyway.” In IT, there is also a role known as UX specialist (often called a “UXer”). In practice, the line between a UX specialist and a UX writer is very blurred. It’s generally accepted that the former focuses more on the overall interface and interaction (proper arrangement of elements, creating an intuitive design), while the latter specifically handles interface texts. However, in reality, one doesn’t exist without the other. As a result, the tasks often fall to either a team of two specialists with narrower roles or a single person who does it all.

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Book: Vasiliy Sabirov “The Numbers Game”

A few weeks ago, I wrote about Alexey Savchenko’s book Game as Business, which provides an excellent description of the gaming industry from the perspective of production and working with publishers. However, it says almost nothing about what comes next. Especially if your game is designed to last for years: how to work with users, how to study their behavior, and, ultimately, how to make millions.

That’s why Vasiliy Sabirov’s book Game by Numbers, which was also published last year, serves as a perfect complement. Its subtitle, How Analytics Helps Video Games Thrive, speaks volumes.

But first, a bit about the author. Vasiliy Sabirov is an analyst with extensive experience. Over the course of his career, he worked as an analyst and head of the payment solutions department at Xsolla (one of the largest players in the gaming payment market), as a lead analyst at the gaming company Alternativa Games, and then moved on to the emerging devtodev (now the largest gaming analytics service in the Russian-speaking game development sector). At devtodev, he worked as head of the analytics department and also served as an evangelist for both the service itself and its educational platform, where he released a course, including one on gaming analytics. In 2020, he made a major life change, transitioning (and relocating) to work as a lead analyst at the gaming company Easybrain (also one of the major players in the mobile gaming market). In other words, Vasiliy knows what analytics is and how it works. I would even say that if you’re talking about game analytics in Russian-speaking companies, Vasiliy Sabirov is the first name that comes to mind.

Now about the book and game analytics. If people around you are throwing around strange terms like MAU, LTV, ARPPU, and others, and you find yourself staring blankly, it’s time to read this book. Because behind these intimidating acronyms lie concepts that aren’t all that complicated. Learning how to work with this data properly, however, is the next step. But let’s take it one step at a time.

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Book: Alexey Savchenko “Game as a Business”

Alexey Savchenko is a name well-known in the Russian gaming community, and not just there. For some time, he officially held the position of Evangelist for the Unreal game engine, and even now, many still refer to Alexey by that title. Open in communication, always ready to help—a remarkable colleague. When he announced that he was planning to release a book about the gaming business, I had no doubt that it would be worth purchasing and reading.

Although Alexey is now primarily involved in working with business partners, he has had a long journey and knows game development from many different angles, including as the owner of his own studio. In his book Game as a Business, he set out to describe all aspects of the gaming industry and project development—”from dream to release,” as the subtitle states.

Alexey structured the book along this very path, beginning with “I have a dream… I want to make games.” From there, he meticulously yet accessibly explains what awaits an aspiring game developer on the road to creating their dream game and, ideally, achieving fame and fortune.

It is evident that the author has a deep understanding of the subject, and the book is both accessible to industry newcomers and engaging for professionals. Despite my many years in the gaming industry, I thoroughly enjoyed reading this book.

One of the most valuable aspects is how Alexey begins his advice by helping newcomers understand what lies behind their dream. Does the aspiring developer truly want to create their own game? Are they ready for the challenges this path entails? This guide is specifically for people who have decided to start their own business and are willing to risk their time, money, family relationships, and ambitions. Because if all you want is to make games, then joining an established studio is also an excellent path to consider.

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GOG Galaxy Unites Platforms

CD Projekt continues to develop its GOG service, which began as a store for selling classic, DRM-free games. In my observation, it hasn’t managed to win the platform war against Steam, but they recently made an excellent move. Forget the platform war; they’ve chosen to target the numerous launchers from different platforms and essentially become a single aggregator for your gaming library. Steam has long been connectable via a plugin, but official integration first came with Xbox Store and now with Steam’s growing competitor, the Epic Games Store.

I fully support this initiative because they haven’t just consolidated a game library in one place; they’ve also maximized the functionality of each platform they can integrate with—friends, statuses, achievements…

They’ve even added a rating system and filtering features. With this, they are gradually moving into a different territory, suddenly competing with game databases like rawg.io and igdb.com.

Well done!