Having trouble coming up with achievement names? That's because it's really hard! This article provides some tips and shortcuts for the achievement-naming process, plus commentary on the value of inserting small "personality details" into your game
This week's longform article/video highlights include a history of the You Don't Know Jack developers, two pieces about Crash Bandicoot - both original and remaster - and lots more.
Here is a checklist that represents the minimum bar of what else you should expect from your Engineering Lead.
Our senses can only capture sliver of reality. We must constantly fill in blanks in our knowledge to properly create a mental image of the world. This processes of filling in gaps is really important to understand and to exploit when crafting games.
Now two months after launching TumbleSeed we’ve had enough time to ponder what went wrong and have put together an update to address it.
Genital Jousting is a popular and somewhat shocking game about penises penetrating each other. The developers weigh in on why they are making it and their anxieties about possibly making a bad sex game.
Inform both your players and your own design by knowing how to define your game to yourself.
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.
As per the tradition, this is the media coverage analysis of the 2017 E3 that took place last week.