Asymmetric forces, as we see in games like Starcraft, Magic: The Gathering or Street Fighter, are a dominant design pattern in games. In this article, I explain some of the pitfalls of this pattern, and suggest some guidelines for avoiding them.
SOMA, the new horror game for the creators of Amnesia, was released 10 days ago. This blog post discusses sales and reflects on the marketing and reception of the game.
As designers we like complexity in our games, but how much is too much?
A lens for comparing different VR displays.
VR + FPS + SprintR (Our input controller). This is about how a tiny team is trying to crack the control problem, and how we got here. It's harder than one can imagine to make something new, and even harder to convince people that it does what you claim.
A brief look at the makings of the Amazon Fire TV version of the popular indie hit Shovel Knight. This retrospective focuses on the technical factors that made the conversion a smooth and successful port.
In this article, game designer Sande Chen discusses the relationship of objects to storytelling.
That little, tiny strip of your game logo on Steam is really, Really useful. Take a second look at it, and try to improve it to grab more eyes. Also, consider tweaking your User-Defined Tags before launch.
The first installment of a three-part blog series on arrangement for dynamic music systems, with examples from the LittleBigPlanet franchise. Part 1 focuses on techniques that help the main melody leap to the foreground in a complex vertical arrangement.
Let Final Fantasy V's recent "HD remake" be a cautionary tale. We lay out some best practices for HD remakes from our own experiences.