When I started in game design I read a lot of theory and really lacked tangible examples to ground my knowledge into. Today, I give you a brief look at what elegance means by actually creating a full-fledged example to help aspiring designers.
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!
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.
free to play
pay to play
"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.
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.
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
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.
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).
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.
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.
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...