Looking at how form factor (or my own definition of it I guess) plays a key role in the design of video games.
A summary of the techniques I use in Excel to accomplish common balancing tasks in a way that keeps my economy organized and ensures that it is easy to maintain and update.
After 3.5 years of making unique social games like Fingle and Bounden, Game Oven closed doors April 2015. Adriaan talks about Game Oven's costs, game sales, the role of community to their business, and reflects on the struggles that closed Game Oven.
Real-world design is not how is depicted in books. Most of the time you need to deal with company politics trying to make the best design possible. This post intends to provide some examples and advices to help you navigate through different team dynamics
This article is a quick summary of current challenges in VR based on how they manifested during the VR Game Jam and the presentations leading up to that jam.
In this article, game designer Sande Chen wonders about the role of emotions in designing a game.
A sort of postmortem about Transformice, an indie massively multiplayer game started in 2010 by two people, now standing at 60 million accounts created.
Before YouTube and Imgur became hubs for gaming advice, players had to read GameFaq.com, Nintendo Power, and message boards to learn how to beat video games. This is a better world now, full of Let's Play videos and images that entertain as well as inform
Game jams are fun, but it's hard to justify doing them during large-scale projects. Well you can have your cake and eat it too so long as you slice it right.
Here i will show my progress on my actual project, a Voxel/Space/Realtimestrategy Game.
My time at the NYU Game Center, summed up.
The concept of false choices is revisited in today's post, but looking at when things are too good and rendering the choice moot