The Aesthetics of Game Art and Game Design22 by Chris Solarski[01.30.13]
How can the techniques of classical painters provide a roadmap that actually affects how gameplay is designed? In this all-new piece, Chris Solarski expands on themes from his successful book to illustrate an aesthetic path forward.
Design, Art
How to be a Better Game Designer28 by Phil O'Connor[01.29.13]
"Regardless of what kind of game you work on, design leadership is at the center of success or failure," writes design consultant Phil O'Connor, whose credits include Far Cry 3 and Operation Flashpoint 2.
Design
An Alternative to Achievements73 by Keith Burgun[01.25.13]
Are achievements really good for your game? Could there be a better alternative? Designer Keith Burgun examines the very concept at its core, looking at how they're used, how they might be used in the future, and how they might even change totally -- for the better.
Design
Focusing Creativity: RPG Genres53 by Jordane Thiboust[01.24.13]
What defines your RPG experience? This article, written out of research undertaken while in preproduction for a next generation title, helpfully delineates the essential ingredients for each type of RPG -- and what should be included, and excluded, from a title in these sub-genres.
Design
Best Practices: Five Tips for Better Playtesting12 by Vin St. John[01.23.13]
How do you best set up a playtest, and then use that playtester feedback in the development process? Facebook and mobile developer Arkadium offers up the best practices it uses when both running and interpreting tests.
Design, Production