This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
A comparison of the main ways to reference objects: names and GUIDs.
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
A little story of a Game Designer who found what type of videos he should make on YouTube
A detailed look at what went into showing and announcing Heart Shaped Games' We Are The Caretakers at PAX East.
Inspired by the recent conversations on game difficulty surrounding the release of Sekiro, designer Keith Burgun gives his take. Beyond exclusionary gatekeeping, is there any good reason not to have easier/more accessible gameplay modes in such games?
Every game has ways to monitor and add gameplay at the right times. Interested in how sandbox game events differ from traditional linear ones? PART 1 looks at the Event Gameloop.
This week's roundup includes intriguing debuts from Falcon Age and Vacation Simulator, a historical tour of The Division's New York, John Romero's finishing of the DOOM saga, the trickiness of marketing your weed tycoon game, & heaps more besides.
"Tough Questions to Improve Your Leadership" is the name of a talk I gave at GDC this year. Along with the talk, there was a handout with questions that the audience could ponder about their leadership. This post is about the talk and those questions!
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.
Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
While 99% of the time we're using our skills to make games, sometimes we get to use them to create something truly special—in this case a mural for a hospital room in partnership with Momentum Children's Charity.
The article addresses creating an in-game balance and will be interesting to anyone who takes part in the creation of games, especially producers and game designers.
An article about what methods great game prologues use to grip players attention, as well as about which goals they strive to achieve.
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.
Does ArtStation bring artists closer together or their art, making it more similar in the process? In this article, I discuss if there is an underlying pattern beyond industry quality standards and style from a pragmatic and artistic perspective.