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.
Free to Play Design has become a major aspect of game development and mobile games, and in my upcoming book, I started to talk about defining a code of ethics for making a game that's fair for both consumers and developers.
Many studios develop games on behalf of publishers who entrust them with the task of designing and developing a game for one of their franchises. Publishers start by selecting a list of studios likely to develop this project and send them an RFF.
Learn how to make your expensive Unity scripts cost nothing while they are offscreen.
A handy list of all the accessibility sessions at GDC
Elden Ring is the current hot topic and for today's piece, I wanted to talk about how From Software made an excellent open-world game, by ignoring the conventional trends of the genre.
FPS design has seen a huge shift in the last few years thanks to Doom Eternal and "push forward" combat, and I wanted to talk about what this methodology does different compared to previous games.
Video game composer Winifred Phillips previews her upcoming GDC 2022 lecture, "Composing for Lineage M: Modular Construction in Game Music." Phillips draws connections to several of her previous GDC talks, including videos of 3 of her GDC lectures.