Those nights when you're endlessly scrolling through your favorite game store or library, desperately wanting to play *something*, but rejecting every candidate you can find. I have given a name to your pain!
Decision making in videogames is obviously an important aspect of player engagement, but for today's post, I want to talk about how the game Lobotomy Corporation was designed around making the player choose between all the bad options.
A veteran game designer and crypto sceptic makes a conversion to full-blown blockchain enthusiast. Here are 5 reasons that blockchain gaming can help us design better experiences for our players.
The 3rd installment of a 6-prt series. Composer Winifred Phillips shares content from her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This discusses pure vertical layering examples from the Sackboy and Spyder games.
Learning any videogame is all about an effective onboarding process and providing the player with the right amount of feedback and information. For today, we're going to talk about how much is the correct amount of info to give to the player.
Inspired by contrasting the game designs of Command and Conquer games against Age of Empires 4, this article explores the space of "speed bumps" which help to control the pace at which players progress through gameplay.