What is this "balance" thing you people keep going on about!?
What flow theory is, where it's problematic.
One indie developer discusses his research and approach to understanding and simulating a CRT television screen.
The big difference in game design is between games with human opposition, and games without – two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests".
I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to?
On Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters.
I'm back with another look at narrative in video games and what game designers can learn about non serialized storytelling from the classic TV show Columbo.
This article is about our take on fixing a major problem with Unity: object coupling.
Our company ran a launch party for our Kickstarter at a local video games bar, and it seems to have worked out quite nicely! Think about being innovative in ways outside of what's directly in your games :)
Quick overview of the simple methods I used to optimize a complex HTML5 game.
The Vale Visions team looks back on their time with Capstone, a twelve-month project tackled by students in Algonquin College's Game Development program, and share a review of the successes and failures they had throughout production.
Epic Owl's CEO Juha writes about how to go about funding a game startup in Finland and how to avoid some of the pitfalls on the way. An interesting and eye opening article even if you aren't from Finland.