Your search returned 3183 results.
Order by: date
Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style
This week's highlights include a piece on Chinese romance games for women, a look at a multitude of new titles - from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
| Simon Carless
Core, Focus & Power - A Game Design Methodology
This essay introduces a methodology towards designing games that portray a very clear and tangible intent, that are elegant to play and enjoyable to develop.
| Adrian Novell
What makes Hitman 2 levels tick? Find out at GDC 2019!
If crafting believable, authentic levels where it feels like real people live and work is important to you, check out this GDC 2019 talk on the anthropologically-influenced level design of Hitman 2
Effective Game Design: Software Challenges
Game design is the most important part of every game, but there are no specific tools for game designers. Dialogues must have a diagram-like layout to keep them organized, a game library database requires more structured storage...So what can we do?
| Pavel Shylenok
Some things you may learn as you release your first indie game
Finishing a game is hard. However when you do, it??s important to re-evaluate what you have learned and define the mistakes you made. Coming up to my second game release as a solo developer, I wanted to share some of the things I learned in the process.
| Daniel Prokisch
Get a job: Be an Environment Artist at Insomniac Games
Insomniac Games seeks an Environment Artist to work in Durham, NC creating worlds by modeling/sculpting assets, authoring textures and materials, and doing in-editor level composition and layout.
The Conflicting Design of the Zelda-Rogue
The idea of combining the handcrafted design of a Zelda title with the procedural generation of a rogue-like may sound like a dream come true, but it's often a challenge too big for most designers to handle.
| Josh Bycer
Understanding the Roles of Game Dev Professionals
We have outlined the most important roles in game development. In the second part of the article we will see how can jobs and roles be combined within a single person using an RPG game as an example and review potential bottlenecks of such combinations.
| Pavel Shylenok
The JRPG Startup Cost
Timing various gameplay elements in JRPGs of the 4th console generation: the Genesis, Sega CD, Super Nintendo, and the Game Boy. Was the random encounter grind really that bad?
| Radek Koncewicz
Candy Raid: The Factory Post Mortem
Candy Raid: The Factory was made by Kayne Ruse and Evan Hartshorn. In this post mortem, they break down what went right, what went wrong, and what they learned along the way.
| Kayne Ruse
Designing Sausage Sports Club
Lessons learned designing Sausage Sports Club, including a few deep dives into specific features.
| Chris Wade
Tomb of the Mask: Enemy Analysis
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
A detailed look at the design of each enemy in Tomb of the Mask. A Pac-Man collect the dots in a maze style game for iOS and Android. The ghosts ain't got nothing on these bats, snakes, and flying monkeys.
| Olin Olmstead
[ Next 30 > >