| Accepting the Inherent Value of Games |
| Posted by Taekwan Kim on 11/21/09 12:54:00 pm
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| We need to emerge from the shadow of our unsubstantiated fear that games are “just games”—that they are trivial, meaningless pursuits when there are better things to do with our time. |  |
| Read More... | 0 Comments |
Planckogenesis, Part II: Song Structure & Gravy Train  |
| Posted by Matthew Burns on 11/19/09 03:44:00 pm
in
Game Design
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| Second in a series about the design and development of Planck v.0, a “musical shooter” recently entered into the 12th Annual Independent Games Festival. |  |
| Read More... | 1 Comment |
Designing Games Is About Matching Personalities  |
| Posted by Gabriel Lievano on 11/19/09 09:01:00 am
in
Game Design
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| Personality can explain why we like or dislike certain type of games. It can also explain why some developers are better at creating an specific type of game. |  |
| Read More... | 1 Comment |
An Indie Developer’s “Biggest Mistake”  |
| Posted by David Wesley on 11/18/09 10:55:00 am
in
Game Design,
Production
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| Red Orchestra developer John Gibson points out that the path to indie success is long and hard. However, certain pitfalls can be avoided. |  |
| Read More... | 9 Comments |
| Flash Game: Small Worlds |
| Posted by Martin Nerurkar on 11/18/09 02:58:00 am
in
Game Design
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| Presenting an intresting little flash game that has a special way to deal with it's game space. |  |
| Read More... | 4 Comments |
Lead Designers Who Only Say 'No'  |
| Posted by Timothy Ryan on 11/17/09 09:53:00 am
in
Game Design
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| Lead designers are hired to make decisions - YES for what they want and NO for what they don't want. This is my rant on lead designers who only seem to say NO. |  |
| Read More... | 24 Comments |