Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!
People can sustain relationships with ~150 people. If your mobile or online game exposes your users to the whole universe of players, you are doing them a disservice.
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
In this article, game designer Sande Chen delves into the connection between a person's identity, emotions, and behavior change.
The 3rd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 3: Diegetic versus Non-Diegetic, with a discussion of composition & recording methods to make music fit into a VR world.
The Blackboard System is a system to decouple features, creating a solid architecture, with easy implementation, maintenance and a helpful editor tool.
The next generation of mobile networks is almost upon us. This article explores they key benefits 5G will provide game devs and mobile marketers.
A look at how to applying product design to game design can benefit projects and teams by creating metrics to which you can measure your product.
What is Fair Use, and how are you not protected when using copyrighted assets without permission.
For years, companies have been trying to use game design principles to change user behavior or get them to buy more products. In this article I look at some of the techniques used, why they don't usually work, and how they can possibly be done better.
Study with SEGA HARDlight on what makes some games go viral, while the others struggle to keep their acquired users engaged. The study includes insights from more than 40,000 players who had been invited to the game Sonic Forces: Speed Battle