May 01 2012 07:56 PM | Posted By YetiZen
in Game Design
San Francisco Game Developer's Workshop presents John Romero and Brenda Brathwaite giving a postmortem lecture on their game Ravenwood Fair, a Facebook title created during their time at Lolapps
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Jan 24 2012 08:40 PM | Posted By Ernest W. Adams
in Game Design
designersnotebook.com —
The "No Twinky" database is an extensive list of commonly occurring design mistakes seen in video-games, and provides a reference for designing good games by explaining what not to do.
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Jan 24 2012 08:37 PM | Posted By Ernest W. Adams
in Game Design
Jan 17 2012 07:08 PM | Posted By DMA Design Ltd
in Game Design
Jan 10 2012 06:45 PM | Posted By Daniel Cook
in Game Design
gamasutra.com —
In this article, Lost Garden author and successful video-game designer Daniel Cook describes a system of developing "skill atoms" and linking them together into "skill chains" to better describe and measure the experience players will have during a session of play. This technique can help to measure whether or not new skills are introduced at an appropriate pace, and where more...
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Jan 10 2012 06:42 PM | Posted By Daniel Cook
in Game Design
lostgarden.com —
In this short piece, Lost Garden author and successful game designer Daniel Cook takes a look at what activities are suitable for turning into games.
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Jul 19 2011 04:00 AM | Posted By Irrational Games
in Game Design
You've seen AAA game design docs posted online and have learned how to design your game on paper. Now how about securing that funding? Learn again from the pros by seeing how they pitched their games!
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Mar 23 2011 07:00 AM | Posted By Tristan Pendergrass
in Game Design
Jan 14 2011 05:00 AM | Posted By leiavoia
in Game Design
This article aims to help strategy game designers create games with more strategic depth and rigger while being alerted to conceptual design problems. It contains some "golden rules" for design, interesting game mechanics to consider for your games, and a thought-provoking list of potential victory and ending conditions that you may have completely overlooked. After reading this article...
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Jan 25 2010 11:17 AM | Posted By Lewis Pulsipher
in Game Design
A big obstacle for beginning game designers is the common assumption that everyone likes the same kinds of games, and plays the same way, that they do. Sometimes the nature of the traditional video game obscures all the different things games can be. The author relies on 50 years of playing games of all kinds to describe several quite different points of view
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Sep 17 2009 06:01 AM | Posted By Trent Polack
in Game Design
Observing Open Worlds: This round table discusses both the narrative and gameplay benefits of the open world game structure
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Jun 09 2009 05:34 PM | Posted By Trent Polack
in Game Design
Achievement Unlocked: This forum round table discussed the use of achievements in game design. Overview of the discussion inside, and link to the complete thread
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May 25 2009 01:22 PM | Posted By Trent Polack
in Game Design
The Death of Death: This forum round table discussed the pros and cons of failure cases in games and how it relates to challenge. Overview of the discussion inside, and link to the complete thread
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Apr 22 2009 05:32 PM | Posted By Trent Polack
in Game Design
No More Health: This forum round table discussed the impact of regenerative health and such questions as: does this mechanic simplify action games in a good way? Is the reduction in manageable health resources a boon or detriment to players? The full discussion is summarized within.
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Apr 07 2009 11:40 AM | Posted By Alex Kutsenok
in Game Design
This article on game design discusses the ways in which the real-time-strategy genre can be improved, using a recently published RTS as a case-study in novel development. Specifically, the paper argues against traditional resource gathering in favor of true diversification of that experience. Furthermore, this article discusses the benefits of removing base-building and puts forth some valid re...
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Jul 23 2008 09:00 AM | Posted By Lori Cerchio
in Game Design
The producer of a student team from Bloomfield College in New Jersey goes over what went wrong and what went right on the year-long project for their degree's coursework.
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Jul 01 2008 09:11 AM | Posted By Ben Garney and Eric Hartman
in Game Design
Ben and Eric take another foray through hundreds of MAME games to see what makes the genre of wacky sports tick and come away with some key designs to keep in mind
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Apr 08 2008 01:05 PM | Posted By Babak Kaveh
in Game Design
When a project goes bad, there's a lot that you can learn. When a project goes bad in Iran, there's even more lessons to pick up. Learn from the lead developer about developing games in Iran and how it affected the demise of the promising "Orient: A Hero's Heritage"
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Apr 01 2008 04:14 AM | Posted By Ben Garney and Eric Hartman
in Game Design
A few key design lessons gleaned from the 3000 games available for play on MAME that are still relevant in today's market
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Dec 05 2007 09:21 PM | Posted By Celso Riva
in Game Design
A look at some of the good and bad for the game by Winter Wolves's principal developer
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Nov 22 2007 11:39 AM | Posted By Bruno Urbain
in Game Design
Learn 10 ways to make the experience of play testing your game better for the people involved, both game players and team members alike
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Aug 07 2007 10:10 PM | Posted By Dave Astle
in Game Design
A reminder that not everyone has the physical and cognitive abilities to play everyday games, and some thought into working accessibility into your games from a legal standpoint
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