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.
This week's Video Game Deep Cuts longform articles/videos include Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
Not having any combat can be really helpful to horror games and crucial in delivering the desired experience. This article presents the top 6 reasons for this and also explains how it ties into narrative games in general.
A case study about maintaining a multiplayer game that relies on lockstep simulations. Or, a classic tale of painting yourself into a technical corner, and painstakingly finding your way out.
This article builds on previous articles I've written and talks I’ve given. It gives more background information and context on how Scientific Revenue thinks about the evolution of IAP monetization, leading up to a brief discussion of annuities.
Strategy game designers should start thinking about alternatives to “score systems” for their games. In this article I talk about why we use score systems right now, what their weaknesses are, and how we can (as well as why we should) move beyond them.