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Game Design Articles

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Retro Mortis: RTS (Part 4) - A New Hope?

Published in Game Design

By Michel Mony - We conclude a 4-parter on the history of RTS by covering the exceptions.

Narrative-Gameplay Dissonance

Published in Game Design

By Will Nations - An analysis of how narrative and gameplay decisions can become negatively intertwined and suggestions for preventative solutions.

The Art of Enemy Design in Zelda: A Link to the Past

Published in Game Design

By Michel Mony - Dissecting a game as an applied example of Functional Enemy Design.


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Retro Mortis: RTS (Part 4) - A New Hope?

Nov 29 2015 10:32 AM | Posted By Michel Mony in Game Design
We conclude a 4-parter on the history of RTS by covering the exceptions.

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6Likes
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Narrative-Gameplay Dissonance UNDER REVIEW

Sep 02 2015 08:52 AM | Posted By Will Nations in Game Design
An analysis of how narrative and gameplay decisions can become negatively intertwined and suggestions for preventative solutions.

Tagged With:  game  design  roleplay  narrative  gameplay  dissonance  narrative-gameplay 
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27Likes
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The Art of Enemy Design in Zelda: A Link to the Past

Aug 27 2015 08:11 AM | Posted By Michel Mony in Game Design
Dissecting a game as an applied example of Functional Enemy Design.

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18Likes
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You need a plan and a design

Aug 05 2015 03:50 AM | Posted By Donald May in Game Design
If you are lost on how to turn your great game idea into a great game, then you need a plan. If you have been struggling to meet deadlines and feel like you are not getting anything done you need a plan. If you don't know what to make then you need a design.You need a plan and a design!

Tagged With:  plan  game design  GDD  schedule 
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Google Analytics-Driven Game Development by Example

Aug 01 2015 06:59 AM | Posted By Tobiasz Siemiński in Game Design
Experiment: create a trashy game, update it as frequently as possible and make it better based on users’ and Google Analytics’ feedback

Tagged With:  programming  game design  mobile 
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Designing for multi-age coop play

Jun 24 2015 09:53 PM | Posted By Asher Einhorn in Game Design
A work in progress article attempting to quantify and categorise different player types for coop games.

Tagged With:  Design  coop  copperative  playtesting 
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Tips for Designing and Developing Free-to-Play Games

Apr 15 2015 07:59 PM | Posted By Jose Maria Martinez, 'Hafo' in Game Design
This article shows some tips on how to make your HTML5 F2P games attractive so you can monetize them via ads, the purchase of virtual goods or any other way. This article is oriented to people who knows what free-to-play games are and also have played 'Flappy Bird' more than once.

Tagged With:  tips  design  f2p  free-to-play  free to play  monetize  monetise  game loop  game design  p2p  virtual goods  monetization  pay to play  powerups  power ups 
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Retro Mortis: RTS (Part 3) - Forged in Steel...

Mar 04 2015 03:02 PM | Posted By Michel Mony in Game Design
In this article, I take a look at Warcraft II and Starcraft, the "second age" of RTS.

Tagged With:  Design  Retro  RTS 
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Retro Mortis: RTS (Part 2) - Then a Blizzard came...

Jan 14 2015 06:34 AM | Posted By Michel Mony in Game Design
In this article, I take a look at what Blizzard's Warcraft: Orcs and Humans brought to the table and how it differed from Dune II.

Tagged With:  DesignRTS  Retro  Warcraft  Blizzard 
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Barebones of Quests

Dec 17 2014 07:53 AM | Posted By Gavyn Bryan in Game Design
"Quests" and "Missions" in Video Games all have common bare-bones, whether blatant or subtle. In this article, we'll explore the "skeletal structure" of quests in video games and how we can add "meat" to it.

Tagged With:  quest  story  design  RPG 
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How to Make a Good Sequel to Your Casual Game

Dec 12 2014 07:13 PM | Posted By Ievgen Leonov in Game Design
To create a game hit from scratch or to make a good part two for the existing project? Which of the two options is a shortcut to success? The answer is not that obvious as it may seem, for sequel production may be a hard nut to crack.

Tagged With:  developers  sequel  tips  guide 
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Data Visualization in Games: Leaderboards UNDER REVIEW

Nov 26 2014 02:56 PM | Posted By Erik Hazzard in Game Design
Leaderboards are a visualization of achievement. Their goal is to make comparisons between some player (or item's) ranks. This is a pretty board statement because implementations of leaderboards can be found not just in arcades, not just in single or multiplayer games, but also in non-games. There are many types of leaderboards, and can produce powerful emotional reactions

Tagged With:  data visualization  leaderboards 
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Designing a "Playable" UI That Secretly Teaches How to Play

Nov 19 2014 09:32 AM | Posted By Yowan Langlais in Game Design
How to create a fun user interface that teaches players how to play your game.

Tagged With:  design  user interface  UI 
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Retro Mortis: RTS (Part 1) - It was found in a Desert...

Nov 13 2014 03:04 AM | Posted By Michel Mony in Game Design
In this article we examine the origins of the RTS and mechanics that were revisited or forgotten.

Tagged With:  Design  RTS  Dune  Retro 
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Making Games is Hard

Nov 07 2014 07:48 AM | Posted By Peter Cardwell-Gardner in Game Design
A developer shares the story of his experience and difficulties in creating a game that's still not done.

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What Makes Old Games Addictive

Oct 27 2014 03:54 PM | Posted By Miguel7 in Game Design
Nostalgia aside, what makes those old-school 2D platformers, scrolling shooters, unrealistic sports games and others so addictive? Why are there so many spoofs, emulators, and even USB controllers for games that by today's standards really aren't that good? In this article I'll share what I think is the secret.

Tagged With:  2-D  Mario  Zelda  shooter  platformer 
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Luck in Games: Why RNG isn't the answer

Oct 24 2014 01:38 PM | Posted By Elyot Grant in Game Design
Hearthstone's design team told us we'd be crazy to make a game without luck. But here's the secret to why games without luck are actually more addictive, and players are far better off without it (contrary to what most AAA studios would have you believe).

Tagged With:  luck  rng  hearthstone  game design 
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Design of an Indie Action Game

Sep 21 2014 11:46 PM | Posted By Mike Shafer in Game Design
During the development of Bain's Redemption, I had to wear many hats. This article tries to convey what works and doesn't work in the context of the design of a third-person action game.

Tagged With:  gameplay  ai  custom  3d  design  action 
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Dynamic Narrative in The Hit

Sep 09 2014 04:29 AM | Posted By Dan Stubbs in Game Design
I'm currently working on a player-driven dynamic narrative system. This is the blog post I wrote in response to Ken Levine's 'Narrative Lego' GDC talk, which was originally published on Gamasutra.com. Since then I've filled in some of the gaps, and I'm planning a follow-up article, but for now I'm working full-time on developing The Hit.

Tagged With:  narrative  story  design  writing 
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Distilling Game Design UNDER REVIEW

Sep 04 2014 08:52 PM | Posted By Teresa Munoz in Game Design
Distilled Game Design is what Experience is all about, is your game in its purest form. In order to achieve true Game Design you must figure out what your basic experience is and build your game up from there.

Tagged With:  Game Design  Game Experience 
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4-Layers, A Narrative Design Approach

Jun 21 2014 01:51 AM | Posted By Thomas Grip in Game Design
A new "4-layers" approach to narrative design in games, based on a talk Thomas gave at GDC 2014.

Tagged With:  narrative  design  story 
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From Donkey Kong to the Silver Screen: The Past, Present and Future of Game Cinematics UNDER REVIEW

May 19 2014 06:49 PM | Posted By Martin McBain in Game Design
Whilst the earliest uses of cinematics within games were very simple affairs - intros and outros or bookends to gameplay - we have moved on to stunningly impressive cinematic sequences and interactive gameplay to bring contemporary visual storytelling to life. With the lines between Hollywood movies and gloriously cinematic gaming titles becoming increasingly blurred, we are entering a whole ne...

Tagged With:  cutscenes  cinematics  visual storytelling  narrative 
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5 Core Elements of Interactive Storytelling

May 09 2014 08:50 AM | Posted By Thomas Grip in Game Design
Thomas (from Frictional Games) shares his personal view on 5 core elements of interactive storytelling in video games.

Tagged With:  writing  interactive storytelling  narrative 
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Setting an Appropriate Tone for Your Game

Apr 27 2014 04:42 PM | Posted By Winston Nguyen in Game Design
A technique on how to use 'embodied cognition' to set your game's atmosphere.

Tagged With:  atmosphere  storytelling  writing  tone  embodied cognition  psychology  philosophy 
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Character Development in Video Games

Apr 22 2014 12:44 AM | Posted By Winston Nguyen in Game Design
Learn how to use gameplay mechanics in order to show character progression. I'll also explain how Persona 4 uses mechanics to develop really lovable characters.

Tagged With:  character  mechanics  persona 4  gaming point 
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