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	<description>Roblox Game Development Studio in Europe</description>
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	<item>
		<title>Serious Industry. Unexpected Roblox Game. Serious Results.</title>
		<link>https://fxfx.studio/serious-industry-unexpected-roblox-game-serious-results/</link>
		
		<dc:creator><![CDATA[fxfx]]></dc:creator>
		<pubDate>Sat, 09 May 2026 20:44:20 +0000</pubDate>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Roblox]]></category>
		<category><![CDATA[boston scientific]]></category>
		<category><![CDATA[dgk]]></category>
		<category><![CDATA[germany]]></category>
		<category><![CDATA[roblox]]></category>
		<guid isPermaLink="false">https://fxfx.studio/?p=5398</guid>

					<description><![CDATA[<p>At DGK 2026 in Mannheim, people walking past the Boston Scientific booth stopped in their tracks. They smiled and pointed the game to their collegues. There was a Roblox game on the screen. A Serious Industry. A Heavy Atmosphere. Medical technology trade shows are heavy by nature. Clinical language, technical presentations, devices lined up on [&#8230;]</p>
<p>The post <a href="https://fxfx.studio/serious-industry-unexpected-roblox-game-serious-results/">Serious Industry. Unexpected Roblox Game. Serious Results.</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
]]></description>
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<p class="wp-block-paragraph" id="ember63">At DGK 2026 in Mannheim, people walking past the Boston Scientific booth stopped in their tracks. They smiled and pointed the game to their collegues.</p>

<p class="wp-block-paragraph" id="ember64">There was a Roblox game on the screen.</p>

<p class="wp-block-paragraph" id="ember65"><strong>A Serious Industry. A Heavy Atmosphere.</strong></p>

<p class="wp-block-paragraph" id="ember66">Medical technology trade shows are heavy by nature. Clinical language, technical presentations, devices lined up on white surfaces. Boston Scientific wanted to break through that, to soften the atmosphere, make their products genuinely likeable, and educate attendees at the same time. Entertainment and education, delivered together.</p>

<p class="wp-block-paragraph" id="ember67">Doing that required something unconventional.</p>

<p class="wp-block-paragraph" id="ember68"><strong>Why Roblox?</strong></p>

<p class="wp-block-paragraph" id="ember69">DGK attendees are senior professionals. Most of them have kids and nearly all of them know the name Roblox. <strong><em>&#8220;My daughter plays it five hours a day.&#8221;</em></strong> <strong><em>&#8220;My son loads €100 onto it every month.&#8221;</em></strong></p>

<p class="wp-block-paragraph" id="ember70">These people had never played Roblox themselves. But most were familiar with it. Seeing that colorful screen and those simple characters felt recognizable. It closed the distance immediately.</p>

<figure class="wp-block-image"><img decoding="async" src="https://media.licdn.com/dms/image/v2/D4D12AQFNqldaM_xzCw/article-inline_image-shrink_1000_1488/B4DZ3Lf6LkGwAQ-/0/1777235647766?e=1779926400&amp;v=beta&amp;t=8TV7v9w8BNgTNH2E2TDoqRZvnl--EmasZP-grcXkhuY" alt="A visitor is playing Dr. Cardio Roblox game in Boston Scientific booth in DGK 2026" />
<figcaption class="wp-element-caption">A visitor is playing Dr. Cardio Roblox game in Boston Scientific booth in DGK 2026</figcaption>
</figure>

<p class="wp-block-paragraph" id="ember72">There was another reason too. If we had built a realistic 3D game, Boston Scientific&#8217;s products would have needed to be modeled to near-CAD precision. That would have constrained us creatively and made gamification much harder. Roblox&#8217;s stylized world gave us complete freedom.</p>

<p class="wp-block-paragraph" id="ember73"><strong>Dr. Cardio: What We Built</strong></p>

<p class="wp-block-paragraph" id="ember74">We built a parkour game, playable solo or with a partner.</p>

<p class="wp-block-paragraph" id="ember75">Boston Scientific products became the tools of the game, each one transformed through its real-world function. FARAWAVE, with its flower-like shape, became a bouncy platform that launches you upward from its petals. WATCHMAN, with its dome-like structure, became a giant trampoline that sends you flying across the level. EKOS, which emits ultrasonic waves, became the tool you use to break through a blocked arterial wall standing in your path.</p>

<figure class="wp-block-image"><img decoding="async" src="https://media.licdn.com/dms/image/v2/D4D12AQFP7DNF95jRug/article-inline_image-shrink_1000_1488/B4DZ3LjJNIKEAQ-/0/1777236499619?e=1779926400&amp;v=beta&amp;t=u6LfzsU26y89tIZgflvNwTHzmxcfW7Y2x13vJxtNT0o" alt="Some screenshots from Dr. Boston game" />
<figcaption class="wp-element-caption">Dr. Cardio in action &#8211; Boston Scientific products reimagined as game mechanics inside a Roblox world.</figcaption>
</figure>

<p class="wp-block-paragraph" id="ember78">Knowing the product made you better at the game. Along the way, question-and-answer gates tested product knowledge, you had to answer correctly to pass.</p>

<figure class="wp-block-image"><img decoding="async" src="https://media.licdn.com/dms/image/v2/D4D12AQG5v8SMSe5GPw/article-inline_image-shrink_1000_1488/B4DZ3Lj6_bGwAQ-/0/1777236696725?e=1779926400&amp;v=beta&amp;t=Pcs9hKg9VMWJwRrsLFrdOcK7q23ajXAwt03JEkKCU9Y" alt="Article content" />
<figcaption class="wp-element-caption">To pass you had to know your Boston Scientific products. Wrong answer &#8211; it costs you points.</figcaption>
</figure>

<p class="wp-block-paragraph" id="ember80">At the end: a score. And a global leaderboard, broadcast live on screen. People wanted to play again just to climb it.</p>

<p class="wp-block-paragraph" id="ember81">120 people played. All 120 finished.</p>

<p class="wp-block-paragraph" id="ember82"><strong>What Happened on the Floor</strong></p>

<p class="wp-block-paragraph" id="ember83">The best moment came after the game started.</p>

<p class="wp-block-paragraph" id="ember84">People passing by the booth slowed down. They smiled. They poked a colleague&#8217;s arm. Some joined the queue. Some just watched.</p>

<p class="wp-block-paragraph" id="ember85">A group of medical professionals gathered around a screen to watch a Roblox character run through a parkour course, that wasn&#8217;t in any brief. But it was the most valuable outcome of all.</p>

<p class="wp-block-paragraph" id="ember86"><strong>What This Means</strong></p>

<p class="wp-block-paragraph" id="ember87">Corporate events are changing. People don&#8217;t come just to receive information anymore, they come to feel something. And games are one of the most powerful tools for creating that feeling, regardless of age, title, or industry.</p>

<p class="wp-block-paragraph" id="ember88">DGK 2026 was a great start for us. We brought everything we had imagined into reality and walked away with a full notebook of ideas to make the next one even better.</p>

<p class="wp-block-paragraph" id="ember89">As far as we know, it&#8217;s the first time Roblox has been used this way at a medical trade show.</p>

<p class="wp-block-paragraph" id="ember90">But it won&#8217;t be the last.</p>
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		<p>The post <a href="https://fxfx.studio/serious-industry-unexpected-roblox-game-serious-results/">Serious Industry. Unexpected Roblox Game. Serious Results.</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
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		<item>
		<title>Maya the Bee Drawing Contest</title>
		<link>https://fxfx.studio/maya-the-bee-drawing-contest-your-art-could-be-in-the-game/</link>
					<comments>https://fxfx.studio/maya-the-bee-drawing-contest-your-art-could-be-in-the-game/#comments</comments>
		
		<dc:creator><![CDATA[fxfx]]></dc:creator>
		<pubDate>Fri, 08 Aug 2025 11:21:07 +0000</pubDate>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Roblox]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[fxfx]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[maya the bee]]></category>
		<category><![CDATA[mtb]]></category>
		<category><![CDATA[studio 100]]></category>
		<category><![CDATA[studio100]]></category>
		<guid isPermaLink="false">https://fxfx.studio/?p=5178</guid>

					<description><![CDATA[<p>Maya the Bee Drawing Contest – Your Art Could Be in the Game! https://fxfx.studio/wp-content/uploads/2025/08/MTB-Drawing-HD.mp4 We’re buzzing with excitement! To celebrate the wonderful world of Maya the Bee, we’re launching a special Drawing Contest — and we want YOU to be part of it! Whether you&#8217;re a young artist, a long-time fan, or just love to [&#8230;]</p>
<p>The post <a href="https://fxfx.studio/maya-the-bee-drawing-contest-your-art-could-be-in-the-game/">Maya the Bee Drawing Contest</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
]]></description>
										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="5178" class="elementor elementor-5178">
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			<h2 class="elementor-heading-title elementor-size-default">Maya the Bee Drawing Contest – Your Art Could Be in the Game!</h2>		</div>
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							<p data-start="182" data-end="215">We’re buzzing with excitement! <img decoding="async" draggable="false" role="img" class="emoji" alt="&#x1f41d;" src="https://s.w.org/images/core/emoji/16.0.1/svg/1f41d.svg"></p>
<p data-start="217" data-end="350">To celebrate the wonderful world of <em data-start="253" data-end="267">Maya the Bee</em>, we’re launching a special <strong data-start="295" data-end="314">Drawing Contest</strong> — and we want YOU to be part of it!</p>
<p data-start="352" data-end="610">Whether you&#8217;re a young artist, a long-time fan, or just love to draw, this is your chance to bring your imagination to life. The <strong data-start="481" data-end="503">3 winning drawings</strong> will be <strong data-start="512" data-end="573">added directly into the official Maya the Bee Roblox game</strong> for players around the world to see!</p>
<h3 data-start="612" data-end="631"><img decoding="async" draggable="false" role="img" class="emoji" alt="&#x270f;" src="https://s.w.org/images/core/emoji/16.0.1/svg/270f.svg"> How to Join:</h3>
<ol data-start="632" data-end="786">
<li data-start="632" data-end="697">
<p data-start="635" data-end="697">Draw your favorite <em data-start="654" data-end="668">Maya the Bee</em> character, moment, or scene.</p>
</li>
<li data-start="698" data-end="744">
<p data-start="701" data-end="744">Take a clear photo or scan of your drawing.</p>
</li>
<li data-start="745" data-end="786">
<p data-start="748" data-end="786">Submit it online using the link below.</p>
</li>
</ol>
<p data-start="788" data-end="820"><img decoding="async" draggable="false" role="img" class="emoji" alt="&#x1f449;" src="https://s.w.org/images/core/emoji/16.0.1/svg/1f449.svg"> <a data-start="791" data-end="820" class="" rel="noopener" href="https://tally.so/r/w7rEY2">Submit your drawing here</a></p><p data-start="788" data-end="820">Deadline: 30th August 2025</p>
<p data-start="822" data-end="839">It’s that simple!</p>
<p data-start="841" data-end="976">The contest is open to all ages, and we encourage creativity of every kind — colorful, silly, sweet, or bold. Just make it bee-autiful!</p>
<h3 data-start="978" data-end="1002"><img decoding="async" draggable="false" role="img" class="emoji" alt="&#x1f3c6;" src="https://s.w.org/images/core/emoji/16.0.1/svg/1f3c6.svg"> What You Can Win:</h3>
<ul data-start="1003" data-end="1142">
<li data-start="1003" data-end="1062">
<p data-start="1005" data-end="1062">Your drawing featured in the <em data-start="1034" data-end="1048">Maya the Bee</em> Roblox game</p>
</li>
<li data-start="1063" data-end="1097">
<p data-start="1065" data-end="1097">Shout-outs on our social media</p>
</li>
<li data-start="1098" data-end="1142">
<p data-start="1100" data-end="1142">And of course, bragging rights forever <img decoding="async" draggable="false" role="img" class="emoji" alt="&#x1f5bc;" src="https://s.w.org/images/core/emoji/16.0.1/svg/1f5bc.svg"><img decoding="async" draggable="false" role="img" class="emoji" alt="&#x2728;" src="https://s.w.org/images/core/emoji/16.0.1/svg/2728.svg"></p>
</li>
</ul>
<p data-start="1144" data-end="1232">So grab your pencils, markers, or tablets — and let’s create something magical together.</p>
<p data-start="1234" data-end="1257">The hive is waiting. <img decoding="async" draggable="false" role="img" class="emoji" alt="&#x1f49b;" src="https://s.w.org/images/core/emoji/16.0.1/svg/1f49b.svg"></p>						</div>
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		<p>The post <a href="https://fxfx.studio/maya-the-bee-drawing-contest-your-art-could-be-in-the-game/">Maya the Bee Drawing Contest</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
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			<slash:comments>23</slash:comments>
		
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		<title>Roblox allows developers to sell games on the platform</title>
		<link>https://fxfx.studio/roblox-allows-developers-to-sell-games-on-the-platform/</link>
					<comments>https://fxfx.studio/roblox-allows-developers-to-sell-games-on-the-platform/#comments</comments>
		
		<dc:creator><![CDATA[fxfx]]></dc:creator>
		<pubDate>Sat, 14 Sep 2024 07:59:57 +0000</pubDate>
				<category><![CDATA[Roblox]]></category>
		<category><![CDATA[roblox]]></category>
		<category><![CDATA[roblox update]]></category>
		<category><![CDATA[sell games]]></category>
		<category><![CDATA[shopify]]></category>
		<guid isPermaLink="false">https://fxfxstudios.com/?p=4623</guid>

					<description><![CDATA[<p>Roblox is taking a big step forward by allowing developers to sell games for real dollars, moving beyond its traditional use of virtual currency, Robux. This change gives game creators more flexibility in how they earn money on the platform. Developers can now charge users directly in real-world currencies for &#8220;Paid Access&#8221; games, making it [&#8230;]</p>
<p>The post <a href="https://fxfx.studio/roblox-allows-developers-to-sell-games-on-the-platform/">Roblox allows developers to sell games on the platform</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Roblox is taking a big step forward by allowing developers to sell games for real dollars, moving beyond its traditional use of virtual currency, Robux. This change gives game creators more flexibility in how they earn money on the platform. Developers can now charge users directly in real-world currencies for &#8220;Paid Access&#8221; games, making it easier to sell their games without relying on an intermediary like Robux.</p>



<p class="wp-block-paragraph">This new model was introduced during Roblox’s annual developer conference in San Jose, California, and aligns the platform more closely with traditional gaming markets, where developers can adjust game prices based on demand. The change is part of Roblox’s larger plan to handle 10% of global gaming content sales and attract more developers by offering new ways to monetize their creations.</p>



<p class="wp-block-paragraph">With this update, developers can expect a sliding payout scale, keeping up to 70% of the revenue from higher-priced games. Roblox users will soon be able to pay in their local currency from their computers, and payments on other devices will follow.</p>



<p class="wp-block-paragraph">Roblox hopes this move will encourage creators to develop bigger, more ambitious projects and take advantage of the platform’s expanding opportunities.</p>
<p>The post <a href="https://fxfx.studio/roblox-allows-developers-to-sell-games-on-the-platform/">Roblox allows developers to sell games on the platform</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
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			<slash:comments>19</slash:comments>
		
		
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		<title>Roblox 2024 Feb Updates</title>
		<link>https://fxfx.studio/roblox-2024-feb-updates/</link>
					<comments>https://fxfx.studio/roblox-2024-feb-updates/#comments</comments>
		
		<dc:creator><![CDATA[fxfx]]></dc:creator>
		<pubDate>Thu, 07 Mar 2024 18:56:36 +0000</pubDate>
				<category><![CDATA[Roblox]]></category>
		<category><![CDATA[roblox]]></category>
		<category><![CDATA[roblox update]]></category>
		<category><![CDATA[robux]]></category>
		<category><![CDATA[ugc]]></category>
		<category><![CDATA[ugc game]]></category>
		<guid isPermaLink="false">https://fxfxstudios.com/?p=4478</guid>

					<description><![CDATA[<p>Prepare to plunge into the vibrant world of Roblox, where innovation thrives and excitement never wanes: Brand-New Features: Avatar Marketplace: Dynamic price floors await exploration. Elevate Experiences: Dive into immersive sound and voice with the Audio API. Break the Language Barrier: Automatic chat translation enhances communication. Stay in the Loop: Introducing Experience Notifications for seamless [&#8230;]</p>
<p>The post <a href="https://fxfx.studio/roblox-2024-feb-updates/">Roblox 2024 Feb Updates</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
]]></description>
										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="4478" class="elementor elementor-4478">
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							<p>Prepare to plunge into the vibrant world of Roblox, where innovation thrives and excitement never wanes:</p><p><strong>Brand-New Features:</strong></p><p><strong>Avatar Marketplace:</strong> Dynamic price floors await exploration.</p><p><strong>Elevate Experiences:</strong> Dive into immersive sound and voice with the Audio API.</p><p><strong>Break the Language Barrier:</strong> Automatic chat translation enhances communication.</p><p><strong>Stay in the Loop:</strong> Introducing Experience Notifications for seamless engagement.</p><p><strong>Capture the Thrill:</strong> Unveil the possibilities with the Captures API. Scripting</p><p><strong>Unleashed:</strong> Access updates beyond Studio with the Open Cloud API.</p><p><strong>EU Compliance:</strong> Report illegal content effortlessly with the new form, in compliance with the Digital Services Act.</p>						</div>
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							<p><strong>Exciting Updates:</strong></p><p><strong>Subscription Expansion:</strong> All experiences now offer subscriptions for enhanced engagement.</p><p><strong>Visionary Insights:</strong> Delve into Roblox&#8217;s past, present, and future pathways.</p><p><strong>Bug Busting Made Easy:</strong> Enjoy streamlined bug reporting on the Forum.</p><p><strong>UI Facelift:</strong> Witness the Terrain Editor in Studio transform.</p><p><strong>Shorelines Refined:</strong> Experience improved aesthetics with Shoreline updates in Studio.</p><p><strong>AI-Powered Scripting:</strong> Code Assist reaches its full potential, powered by AI.</p><p><strong>MessagingService Boost:</strong> Enjoy higher limits with the enhanced MessagingService in Studio.</p><p><strong>Speedy Solo Plays:</strong> Experience improved load times for solo play in Studio.</p><p><strong>Global Reach:</strong> International Search Engine Optimization expands Roblox&#8217;s global footprint.</p><p><strong>Polish Presence:</strong> Roblox now supports the Polish language, welcoming a broader community.</p><p><strong>Goodbye to the Old:</strong> Support for OpenGL ES 2.0 devices bids farewell, paving the way for innovation.</p><p>In my perspective, Roblox&#8217;s evolution epitomizes its dedication to building an inclusive social hub that transcends age barriers.</p><p>With February&#8217;s array of features and updates, the community moves closer to this collective vision. Exciting adventures await in the ever-evolving world of Roblox!</p>						</div>
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		<p>The post <a href="https://fxfx.studio/roblox-2024-feb-updates/">Roblox 2024 Feb Updates</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
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		<title>Are we entering into a new handheld console era?</title>
		<link>https://fxfx.studio/a-new-handheld-console-era/</link>
					<comments>https://fxfx.studio/a-new-handheld-console-era/#comments</comments>
		
		<dc:creator><![CDATA[fxfx]]></dc:creator>
		<pubDate>Sat, 15 Apr 2023 15:41:25 +0000</pubDate>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[mobile game development]]></category>
		<guid isPermaLink="false">https://wgl-demo.net/motto/?p=506</guid>

					<description><![CDATA[<p>The goals of a digital agency are centered around delivering effective digital solutions and achieving measurable results for their clients. These goals may vary depending on the agency's.</p>
<p>The post <a href="https://fxfx.studio/a-new-handheld-console-era/">Are we entering into a new handheld console era?</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
]]></description>
										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="506" class="elementor elementor-506">
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							<p id="ember780" class="ember-view reader-content-blocks__paragraph">The gaming industry has evolved rapidly over the last few years, and we have seen an increasing trend towards portable gaming. With the recent launch of Valve&#8217;s Steam Deck and the announcement of ASUS&#8217;s upcoming handheld ROG Ally, it&#8217;s worth asking the question: are we going towards a handheld console era in gaming?</p><p id="ember782" class="ember-view reader-content-blocks__paragraph">The answer is a resounding yes. Now you may say; &#8220;But handheld gaming consoles have been around for decades. What is the difference?&#8221; Actually, yes handheld consoles have been around for decades but it was always a totally different experience. Their technical abilities were limited and it was pushing developers to create optimized games, which were specially developed for those handheld devices. In decades, Sony and Nintendo showed us that there is a massive market for portable gaming consoles, and the success of the Steam Deck has only cemented that fact.</p><p id="ember784" class="ember-view reader-content-blocks__paragraph">One of the biggest advantages of handheld consoles is portability. You can take them with you wherever you go, and you don&#8217;t need a dedicated gaming setup to enjoy your favourite titles. It&#8217;s perfect for people who don&#8217;t have the time or resources to invest in a high-end gaming PC or console.</p>						</div>
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													<img decoding="async" width="552" height="768" src="https://fxfx.studio/wp-content/uploads/2023/04/steamdeck-e1709643251409.webp" class="attachment-full size-full wp-image-4404" alt="steamdeck" srcset="https://fxfx.studio/wp-content/uploads/2023/04/steamdeck-e1709643251409.webp 552w, https://fxfx.studio/wp-content/uploads/2023/04/steamdeck-e1709643251409-216x300.webp 216w" sizes="(max-width: 552px) 100vw, 552px" />													</div>
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			<div class="wgl-double-heading"><h3 class="dblh__title-wrapper"><span class="dblh__title dblh__title-1">Microinteractions with Macro Impact</span></h3></div>		</div>
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							<p id="ember786" class="ember-view reader-content-blocks__paragraph">Furthermore, handheld consoles allow for a more immersive gaming experience. You&#8217;re not tied to a desk or a TV screen, so you can play games in a more relaxed and comfortable environment. You can play on the go, on a long commute, or even in bed.</p><p id="ember788" class="ember-view reader-content-blocks__paragraph">With the Steam Deck, Valve has taken things to the next level. It&#8217;s essentially a portable PC that can play all your favourite Steam games. It&#8217;s a game-changer for people who prefer the convenience of a console but want access to the vast library of PC games.</p><p id="ember790" class="ember-view reader-content-blocks__paragraph">It&#8217;s worth noting that the success of handheld consoles doesn&#8217;t mean the end of traditional consoles and PCs. There will always be a market for high-end gaming setups, and they will continue to dominate the gaming industry. However the rise of handheld consoles is a clear indication that there is a growing demand for portable gaming devices.</p>						</div>
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													<img loading="lazy" decoding="async" width="889" height="1100" src="https://fxfx.studio/wp-content/uploads/2023/04/bg_multi-uses_pro-jpg-e1709643480543.webp" class="attachment-full size-full wp-image-4406" alt="asus rog ally" srcset="https://fxfx.studio/wp-content/uploads/2023/04/bg_multi-uses_pro-jpg-e1709643480543.webp 889w, https://fxfx.studio/wp-content/uploads/2023/04/bg_multi-uses_pro-jpg-e1709643480543-242x300.webp 242w, https://fxfx.studio/wp-content/uploads/2023/04/bg_multi-uses_pro-jpg-e1709643480543-828x1024.webp 828w, https://fxfx.studio/wp-content/uploads/2023/04/bg_multi-uses_pro-jpg-e1709643480543-768x950.webp 768w" sizes="(max-width: 889px) 100vw, 889px" />													</div>
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							<blockquote><p>It&#8217;s worth noting that the success of handheld consoles doesn&#8217;t mean the end of traditional consoles and PCs.</p></blockquote>						</div>
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							<p><em>Where will always be a market for high-end gaming setups, and they will continue to dominate the gaming industry. </em></p>						</div>
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			<div class="wgl-double-heading"><h3 class="dblh__title-wrapper"><span class="dblh__title dblh__title-1">Augmented Reality (AR) Experiences</span></h3></div>		</div>
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							<p>In conclusion, the handheld console era is here and here to stay. Valve&#8217;s Steam Deck and ASUS&#8217;s upcoming handheld are just the beginning. We can expect to see more and more companies jumping on the handheld bandwagon in the coming years, and we&#8217;re excited to see what the future holds for portable gaming.</p>						</div>
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		<p>The post <a href="https://fxfx.studio/a-new-handheld-console-era/">Are we entering into a new handheld console era?</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
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		<title>Transferring experiences from Hyper-Casual to Casual Games</title>
		<link>https://fxfx.studio/transferring-experiences-from-hc-to-casual/</link>
					<comments>https://fxfx.studio/transferring-experiences-from-hc-to-casual/#comments</comments>
		
		<dc:creator><![CDATA[fxfx]]></dc:creator>
		<pubDate>Sat, 04 Mar 2023 15:38:29 +0000</pubDate>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[mobile game development]]></category>
		<guid isPermaLink="false">https://wgl-demo.net/motto/?p=504</guid>

					<description><![CDATA[<p>One of the key features of hyper-casual games is their simplicity. HC games often feature straightforward gameplay mechanics and minimalist design, which allows players to quickly and easily understand the game mechanics. </p>
<p>The post <a href="https://fxfx.studio/transferring-experiences-from-hc-to-casual/">Transferring experiences from Hyper-Casual to Casual Games</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
]]></description>
										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="504" class="elementor elementor-504">
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							<p id="ember550" class="ember-view reader-content-blocks__paragraph">Last month, as FXFX Studios, we were invited to Pocket Gamer Connects London and we had an amazing and productive time there. I attended some sessions as I could find time from the meetings. But one of those sessions that I remember, started very straightforwardly: the session of<span class="white-space-pre"> </span>Alexander Shea<span class="white-space-pre"> </span>from<span class="white-space-pre"> </span>Voodoo: he started like;<span class="white-space-pre"> </span><em>&#8220;Hi everybody! Sorry to say but Hyper-casual is dead.&#8221;<span class="white-space-pre"> </span></em></p><p id="ember552" class="ember-view reader-content-blocks__paragraph">He is right and we all should tell this honestly. I can see some heart massages in the market (like hybrid casual etc), nice trying but with the highly-saturated market and the changed market policies, in the long-term game-like-apps-to-make-watch-more-ads won&#8217;t work anymore. Now the market needs new ideas, and hyper-casual studios have a lot of experience to transfer to make &#8220;<strong>games&#8221;</strong>.</p><p id="ember553" class="ember-view reader-content-blocks__paragraph">I really thought about this a lot and listed how and what we can transfer from our Hyper-Casual experiences to the games. In this article I want to talk about them:</p><p id="ember555" class="ember-view reader-content-blocks__paragraph"><strong>Embrace Simplicity</strong></p><p id="ember556" class="ember-view reader-content-blocks__paragraph">One of the key features of hyper-casual games is their simplicity. HC games often feature straightforward gameplay mechanics and minimalist design, which allows players to quickly and easily understand the game mechanics. Game developers can learn from this approach and apply it to their casual games. While casual games may have more complex gameplay mechanics, it&#8217;s important to keep the design and user interface simple and intuitive, so players can focus on the game itself.</p><p id="ember558" class="ember-view reader-content-blocks__paragraph"><strong>Rapid Prototyping and Iteration</strong></p><p id="ember559" class="ember-view reader-content-blocks__paragraph">To be honest, what I will miss the most with Hyper-casual games is rapid decisions. Hyper-casual games are known for their rapid prototyping and iteration process, which involves creating quick prototypes of game ideas and testing them with players to identify what works and what doesn&#8217;t. This process allowed us game developers/studios to create games quickly and efficiently, which is crucial in a market where trends and player preferences can change rapidly. Game developers can transfer this approach to their casual games by creating small prototypes and testing them with players to see what resonates.</p><p id="ember561" class="ember-view reader-content-blocks__paragraph"><strong>Focus on User Retention</strong></p><p id="ember562" class="ember-view reader-content-blocks__paragraph">Hyper-casual games rely heavily on player retention, as they often generate revenue through ads. Longer retention means more ads and more income. Game developers can learn from this approach and transfer it to their casual games by focusing on player retention strategies. This may include offering rewards, creating a sense of progression, or providing regular updates to keep players engaged.</p><p id="ember564" class="ember-view reader-content-blocks__paragraph"><strong>Embrace Data-Driven Design</strong></p><p id="ember565" class="ember-view reader-content-blocks__paragraph">Always trust the data! Hyper-casual game development is known for its data-driven approach, which involves analyzing player data to identify trends and preferences. Game developers can transfer this approach to their casual games by using analytics tools to track player behaviour, identify pain points, and make data-driven decisions about game design and updates.</p><p id="ember567" class="ember-view reader-content-blocks__paragraph"><strong>Consider Monetization Strategies</strong></p><p id="ember568" class="ember-view reader-content-blocks__paragraph">Hyper-casual games often generate revenue through ads, while casual games may rely on other monetization strategies such as in-app purchases, premium versions or subscription models. Game developers can transfer from hyper-casual game development knowledge by considering different monetization strategies and finding the one that works best for their game and target audience.</p><p id="ember576" class="ember-view reader-content-blocks__paragraph"> </p>						</div>
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			<div class="wgl-double-heading"><h3 class="dblh__title-wrapper"><span class="dblh__title dblh__title-1">Using or Building a Trend</span></h3></div>		</div>
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							<p id="ember571" class="ember-view reader-content-blocks__paragraph">Hyper-casual games often rely on trends and create a loyal fan base. Game developers can transfer this approach to their casual games by focusing on creating a brand and identity for their game, and building a community of loyal fans through social media and other channels. Never underestimate social media, it is the key point, use it!</p>						</div>
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							<blockquote><p>Hyper-casual games often rely on trends and create a loyal fan base.</p></blockquote>						</div>
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							<p><em>Hyper-casual games are designed to be fun and addictive, but they also need to provide a challenge to keep players engaged. Game developers can learn from this approach and apply it to their casual games by finding the right balance between fun and challenge. This may involve tweaking game mechanics or difficulty levels to ensure players are challenged, but not frustrated.</em></p>						</div>
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			<div class="wgl-double-heading"><h3 class="dblh__title-wrapper"><span class="dblh__title dblh__title-1">Balance Fun and Challenge</span></h3></div>		</div>
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							<p id="ember574" class="ember-view reader-content-blocks__paragraph">Hyper-casual games are designed to be fun and addictive, but they also need to provide a challenge to keep players engaged. Game developers can learn from this approach and apply it to their casual games by finding the right balance between fun and challenge. This may involve tweaking game mechanics or difficulty levels to ensure players are challenged, but not frustrated.</p><p id="ember576" class="ember-view reader-content-blocks__paragraph">I tried to sum up what game developers can learn from hyper-casual game development and transfer those skills into their casual games. By embracing simplicity, rapid prototyping, data-driven design, player retention strategies, and monetization strategies, game developers can create engaging and successful casual games that stand out in a crowded market.</p>						</div>
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		<p>The post <a href="https://fxfx.studio/transferring-experiences-from-hc-to-casual/">Transferring experiences from Hyper-Casual to Casual Games</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
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		<title>Can a Hyper Casual studio make Games?</title>
		<link>https://fxfx.studio/can-hyper-casual-studio-make-games/</link>
					<comments>https://fxfx.studio/can-hyper-casual-studio-make-games/#comments</comments>
		
		<dc:creator><![CDATA[fxfx]]></dc:creator>
		<pubDate>Wed, 23 Nov 2022 15:42:25 +0000</pubDate>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[hyper casual]]></category>
		<category><![CDATA[mobile game development]]></category>
		<guid isPermaLink="false">https://wgl-demo.net/motto/?p=508</guid>

					<description><![CDATA[<p>There is no need to repeat the question “Is hyper-casual a game or a business model?”. It has already been written, talked about, and discussed thousands of times. </p>
<p>The post <a href="https://fxfx.studio/can-hyper-casual-studio-make-games/">Can a Hyper Casual studio make Games?</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
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							<h3 id="ember796" class="ember-view"><strong>Can a Hyper Casual studio make Games?</strong></h3><p id="ember797" class="ember-view reader-content-blocks__paragraph">I put this provocative headline on purpose. Because, as a studio with a hyper-casual background, this is the question that we were exposed to, either implicitly or explicitly. There is no need to repeat the question &#8220;Is hyper-casual a game or a business model?&#8221;. It has already been written, talked about, and discussed thousands of times. Here, perhaps, I can briefly convey my own opinion and continue my writing.</p><p id="ember798" class="ember-view reader-content-blocks__paragraph"><em><strong><span class="white-space-pre"> </span>Note:<span class="white-space-pre"> </span></strong></em><em>I will mostly refer to Hyper Casual as HC and the rest of the games as Game for the rest of the article.</em></p><h3 id="ember800" class="ember-view"><strong>Is Hyper Casual a game genre?</strong></h3><p id="ember801" class="ember-view reader-content-blocks__paragraph">I actually see the Hyper Casual, as a playable trending content. It is like a trending video on youtube or on TikTok but it is interactive so it gives developer a chance to earn money by ads as long as they keep the player in content. In this sense, it is both a business model and a game. In other words, it consists of content that is consumed fast, such as youtube, TikTok, and Instagram reels. Its basis is mostly based on market trends and its purpose is to keep the user more active and consume more advertisements. But because they are consumed so quickly, they need constant and rapid evolution, new trends, just like their video counterparts.</p><h3 id="ember803" class="ember-view"><strong>How did HC become so popular?</strong></h3><p id="ember804" class="ember-view reader-content-blocks__paragraph"><span class="white-space-pre"> </span>The answer is simple; because it is relatively easy to produce and easy to consume. And perhaps from the development side, the other most important reason for this popularity is that publishers started working with PPP, “Payment per prototype” model. While this prototype fee issue did as much harm as good to the market, I think the benefits portion was much greater. A lot of irrelevant people flooded the market (just to make money over PPP, with no interest in making a better game), but at least it created awareness and helped make a concept like game development one of the most popular professions for young people today in many developing countries (like Turkiye).</p><p id="ember826" class="ember-view reader-content-blocks__paragraph"> </p>						</div>
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							<h3 id="ember806" class="ember-view"><strong>“So, We are a Hyper Casual Studio and yea..”</strong></h3><p id="ember807" class="ember-view reader-content-blocks__paragraph"><span class="white-space-pre"> </span>Now let&#8217;s get to our main issue. You are/were an HC studio. You had your share of the market&#8217;s last negative change wind and the publisher cancelled the contract. If you have an investor, he gave you a while, but the number of publishers you can contract is limited, most of them are already just trying to get more free prototypes with ridiculous expectations and promises.</p><p id="ember808" class="ember-view reader-content-blocks__paragraph">To be frank, the market was already very difficult recently. While it was 1 hit possibility in X games 2 years ago, it turned out 1 hit in 2X games after a year, this figure later exceeded even the estimates.<span class="white-space-pre"> </span></p><p id="ember809" class="ember-view reader-content-blocks__paragraph">With the recent Google and Apple ads policy updates, the ad-based games market has already gotten into trouble.</p><p id="ember810" class="ember-view reader-content-blocks__paragraph"><em>By the way, with the difficult market conditions, nowadays HC market have also changed a lot recently and content turned into idle&#8217;ish, hybrid-casual&#8217;ish games. The HC I&#8217;m talking about here is the traditional HC method.</em></p><h3 id="ember812" class="ember-view"><strong>If you won&#8217;t make HC, so what?</strong></h3><p id="ember813" class="ember-view reader-content-blocks__paragraph">If I&#8217;m talking about you in the definition above, I think you should gradually start shifting your focus to the Game development. Hybrid-Casual, Casual, Mid-core, whatever the genre, now establish your vision of being a Game development studio. As a Game studio, you will more focus on sustainability and stability. No more 2 weeks to develop, 3rd week to kill it. You will have more time to develop, test and you need to treat your game like a gold bracelet with a neat work while monitoring the metrics.</p><p id="ember816" class="ember-view reader-content-blocks__paragraph">In the transition from Hyper Casual, you need to make some structural changes in your studio. While you were developing Hyper Casual, if your team had 5 Unity developers, you could develop 5 games at the same time. First of all, this will change, and multiple people will now focus on a single game. Therefore, it will be necessary to build a team and learn to be a team. During HC, you have seen who in the team is better at design and who is on software. In the new structure, it is necessary to place people in the right positions.</p><p id="ember817" class="ember-view reader-content-blocks__paragraph">We said, team. So now there are some friends that you need to choose from among current or add new people to the team.</p>						</div>
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			<h3 class="elementor-heading-title elementor-size-default">"In the transition from Hyper Casual, you need to make some structural changes in your studio."</h3>		</div>
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			<div class="wgl-double-heading"><h3 class="dblh__title-wrapper"><span class="dblh__title dblh__title-1">Structural changes in the studio</span></h3></div>		</div>
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							<p id="ember818" class="ember-view reader-content-blocks__paragraph"><strong>Game Designer:</strong><span class="white-space-pre"> </span>:In Hyper Casual, usually the idea comes from you or the publisher. But since it was in the prototype stage, the game design was working on a jointly agreed trial method in order to see if that mechanic works or not. This will change as you develop the Game. You need someone who plans the game from the beginning to the end and this person needs to think carefully to make it more fun and longer playable.</p><p id="ember819" class="ember-view reader-content-blocks__paragraph"><strong>3D Artist:</strong><span class="white-space-pre"> </span>While making Hyper Casual, the game mechanics were in the foreground, so using of assets was intense. Modelling extra assets was rarely necessary, but although you can use assets while making the Game, you will need to model, modify, construct most assets according to the Game. Especially if you want to go with Hybrid-Casual, you will definitely need a good 3D Artist.</p><p id="ember820" class="ember-view reader-content-blocks__paragraph"><strong>2D Game Artist / Graphics Artist:<span class="white-space-pre"> </span></strong>Hyper Casual, although the visual quality was important, it wasn&#8217;t exactly one of the key elements. Because of testing the prototype, publishers usually preferred not to touch too much when a good CPI result is achieved and it caused a lot of very primitive looking hit games. But it is a bit different in the Game. Visual quality is very important even in the prototype. So, you need a good artist. If you have the opportunity, you need to find another person to do UI designs or you can try it with Graphics Artist in the beginning.</p><p id="ember821" class="ember-view reader-content-blocks__paragraph"><strong>Level Designer:</strong><span class="white-space-pre"> </span>The game you make must go in a certain linear line, neither too hard nor too easy, without boring the player. A level designer is required at this stage. If you decide to make a puzzle-type game, a game/level designer with experience in puzzle-making is a must.</p><p id="ember822" class="ember-view reader-content-blocks__paragraph"><strong>Project Manager:<span class="white-space-pre"> </span></strong>Unlike Hyper Casual, since multiple people will work on a single project while making the Game, a project manager who monitors the entire team and the progress of the project with an outside eye is one of the sines qua non of the team.</p><p id="ember823" class="ember-view reader-content-blocks__paragraph">If your game is animation-heavy, you will also need an Animator. (If you are a small studio, at first you can request this from the 3D artist if he is more likely 3D Generalist or use ready-made animations).</p><p id="ember824" class="ember-view reader-content-blocks__paragraph">Sound is very important. At first, you can go with ready-made sound packages, but set up the people/companies you will receive support from in the future.</p><p id="ember825" class="ember-view reader-content-blocks__paragraph">As it can be understood, the difference between making a Game from Hyper Casual is that it requires multiple people to work on the same project and it is much more difficult to do alone than HC.</p><p id="ember826" class="ember-view reader-content-blocks__paragraph">So, can a studio switching from Hyper Casual make a Game? Answer: Yes, as soon as they learn to be a team, they can, and in a very good way.</p>						</div>
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		<p>The post <a href="https://fxfx.studio/can-hyper-casual-studio-make-games/">Can a Hyper Casual studio make Games?</a> appeared first on <a href="https://fxfx.studio">FXFX Studio</a>.</p>
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