This week's best longread/standout articles & videos about games include Gnog's quirky gameplay, Second Life bunny tragedy, and Snipperclips' surprising third-party story, among others.
If your game has 100000 words, you could have done the same thing more effectively with 50000. If your game has 500000 words, you could have done better with 150000. If your game has over a million words, WHAT ARE YOU DOING!?!?!?
In this article, game designer Sande Chen ponders issues about social impact and the difficulties regarding its implementation and assessment.
In this post we look at how to build a plugin system based on individual co-operating modules.
The 5th of a 5-part series. Video game composer Winifred Phillips shares strategies from her GDC 2017 talk, Homefront to God of War: Using Music to Build Suspense. Part 5: Semi Silence, discussing the power of relative silences to increase game suspense.
Randy dives into the design of Just Ski, an incredibly challenging but interesting mobile game by Jeff Weber.
While greenlight is coming to an end, but we have to admit that it was a great chance and opportunity for lots of developers to not only get a successful indie hit, but also to learn a lot about the art of "showing" a title.
Today's post explores how power curves are an effective form of progression and motivation for players.
Did HBO's Silicon Valley create a paradigm for successful mobile games when they created "Not Hotdog", the app that determines if a photo contains a hotdog, for one of it's episodes?
This is a discussion of the ways in which games, both video and tabletop, are resistant to the analytical techniques of criticism from other, more passive disciplines.
A short view on how we implemented our networking solution using the tools available from UNET while maintaining a rather transparent architecture for designers to work with network components.
The main objective of this post is to understand Appointment Mechanics and how it can be used effectively to make a game sticky.