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July 22, 2019
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Hi, my name is Kenny Liu, and each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.

This week's roundup includes a look at Thatgamecompany's Sky, the rise of the professional dungeon master, and the far-ahead tech of Turok: Dinosaur Hunter on N64, as well as the latest on No Man's Sky, Dead Cells, and lots more besides.

Posted by Bob Whitaker on 07/19/19 10:31:00 am in Console/PC, Serious
To celebrate the 50th anniversary of the first moon landing, Bob Whitaker talks with Dr. Roger Launius about Kerbal Space Program. Topics include the history of the Apollo Program, the Space Race, the Cold War, and Apollo 11.

Posted by Jamie Fristrom on 07/18/19 10:31:00 am in Business/Marketing, Production, Console/PC, Indie
A retrospective on the years I spent developing professionally on the Roblox platform and how I attempted to apply new product science to game development there.

Posted by Lars Doucet on 07/17/19 05:37:00 pm in Business/Marketing, Design, Programming, Console/PC, Indie
Designing a tool for browsing Steam games "Wikipedia binge" style

Posted by Sande Chen on 07/17/19 11:04:00 am in Business/Marketing, Design, Production, Console/PC, Indie
In this article, game designer Sande Chen summarizes Jonathan Blow's session at the 2019 Taipei Game Developers Forum, in which he gave a behind-the-scenes look at the development of his game, Braid.





Posted by Ayten Yesim Semchenko on 07/22/19 10:49:00 am in Design, Production, Serious, Indie
Breaking biases through games

Posted by Caleb Compton on 07/22/19 10:20:00 am in Design, Serious
We've all seen bad educational games, which often come across as a poorly connected series of boring minigames. However, educational games don't have to be boring. In fact, many of the best examples can teach players without them even realizing it!

There are lots of excellent design lessons to be learned from all kinds of board games. This is a list of ten games that contain especially useful features that tabletop game designers should try to emulate.

Posted by Lars Kalthoff on 07/22/19 10:19:00 am in Design, Console/PC, Indie
Creating an immersive experience is a key goal of many modern games. However, immersion is a fragile construct and there are countless ways to make it collapse. In this post, we'll have a look at 10 ways to break the immersive spell and how to avoid them.

Posted by Tucker Wolfson on 07/22/19 10:17:00 am in Design, Console/PC
Day 1 of Red Dead Redemption 2, talking about first impressions in a bullet point list, with pros and cons

Posted by Tucker Wolfson on 07/22/19 10:17:00 am in Design, Console/PC
An introduction to a 17-part post on Red Dead Redemption II