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Mechanics - Depth Knows Best
I talk about how it is better to invest in the depth of a mechanic over having 100s of mechanics. Showing how it is important to give players a chance to learn and grow with the mechanic.
| Max Pears
Defaulting to Zero
In this blog post I argue for using 0 as the default and "nil" value in multiple parts of the code.
| Niklas Gray
Creating You Are Not A Banana: Better Edition
I remade my debut game You Are Not A Banana. The Better Edition features lots of improvements based on player feedback. This article provides an overview of some of the new features, tips on the dev process, and links to handy tools/plugins.
| Brian Cullen
Video: How procedural level design works in Eldritch
creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
The Recipe AKA Game Design Doc (GDD)
To make The Mixture you need to know what effects will it have - same with the game. Define what it will be about, from the basics, keep it simple. To create a game you need to have The Recipe - a Game Design Document.
| Kajetan Szczepaniak
How Video Game Intros Define Titles
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The introduction of a video game is a very big deal, and today's post looks at the three popular openings game designers use.
| Josh Bycer
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