Discussing the importance of player feedback and a practical guide towards delivering it in the most efficient way possible.
Let's talk about Evil Islands' crafting system and what makes it really unique.
Looking for a way to tell where you are in your career progression? Try talking to your manager about their job matrix, a simple tool for defining roles and responsibilities.
Why we went itch.io paid beta but not Steam Early Access, and what #4 on itch.io actually means.
Part one of the Trent Polack origin story. This has absolutely no practical benefit other than hopefully providing people that want to get started in games in some form or another.
But, yeah, mostly me rambling.
In the previous part of my new feature on episodic design, I demonstrated how episodic storytelling can be adapted to a true action-laden shooter game and improve it. I will now do the same with another popular genre, open world games.
Random musings, assumptions, and reflections; afterword by Feargus Urquhart.
Last month, our team had a unique opportunity to showcase our game, Salad Hunt, at Taipei Game Show. It was certainly as big as we expected, but felt completely different from shows in the US like PAX.
Assorted thoughts on Getting Over It With Bennett Foddy including musings on the design, authorship, profundity and toxic masculinity of the game.
Creator of Sonic the Hedgehog, Naoto Ohshima, reveals the plans for Michael Jackson to create music for Sonic 3. Jackson was creating the music as a human beat box! In this video Ohshima also does impressions of this "a cappella" music
Multiplayer is one of the most popular features requested by gamers, but today's post looks at two of the most unassuming ways for designers to mess up when implementing it.
The story of how a game that has absolutely nothing to do with Flappy Bird took over 7 years to make. During that long process it became known as a "Flappy Bird Clone" and we decided to not care anymore and let people play it and decide for themselves.