Many competitive games have a problem known as "turtling", or overly defensive play. In this article, I explore some of the reasons that it keeps happening.
Seeing the suffering of another developer (and friend) prompts me to remember a scary crunch moment of my own.
A blog about the design of Dark Souls, as if you aren't already sick to death of Dark Souls talk.
If youíre working on an overall story document for your teamís game and youíre not sure how to approach it, hereís some advice...
Vlambeers' Rami Ismail travels all around the world and has started to notice growth patterns in developer communities. In this article he expands on those patterns and offers advise on how to accelerate that growth.
Game design shares a lot in common with other kinds of design. But it is also truly unique in a couple of important ways. If so, these may lead us to a greater understanding of design and design thinking overall.
Creating the music for the hit iOS game "Battleheart Legacy" presented a more-than-just musical challenge: helping to create a persistent sense of place by choosing an instrumental palette that represented the culture of the game's fantasy world.
Today's post is an important one for students and even people starting out designing games as we talk about the concept of creating a foundation for your game and then expanding that out to create an experience.
I lay out some tips on overcoming bad projects from time creating one game a week.
Just how much help is a Steam Free Weekend? Maybe more than you think.
Effective playtesting for indies: why I hired somebody to playtest my game.
If you are a indie game developer and you are maintaining your own custom engine, youíre already behind the competition.