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May 21, 2022
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Category: Design


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This article discusses the process of creating rhythmic and melodic diversity in a system based on horizontal segmentation for the music of Lineage M: The Elmor, by video game composer Winifred Phillips.

Posted by Josh Bycer on 05/06/22 02:58:00 pm in Design
Elden Ring's design is going to be studied for months, but for this post, I want to be the dissenting opinion that Elden Ring's take on soulslike combat may be flawed in an unusual way.

Posted by Tommy Thompson on 04/29/22 10:15:00 am in Design, Programming, Console/PC
A modern classic that's almost 30 years old, let's find out how it works!

Posted by Keith Burgun on 04/14/22 02:25:00 pm in Design, Indie
Game designer Keith Burgun has been making Roguelike/4X-inspired games with randomly generated maps since 2008. In this article, he explains why he won't be doing that anymore.

In this article series, video game composer Winifred Phillips shares the content of her GDC 2022 lecture, "Composing for Lineage M: Modular Construction in Game Music." Topics include one-shots, interchangeable components, cohesive pacing, tonal center.

Townscaper, the procedural town-building toy, has been a huge indie success story. I explain how the game can generate towns so easier and gain further insights thanks to my interviewing its creator Oskar Stalberg.