Posts in Game design
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The Spector of Game AI
(Luke Dicken)
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Pursuing Excellence
(Aaron San Filippo)
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Unity, Replayed
(Eddie Cameron)
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Leaky Abstractions
(Claire Blackshaw)
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Game Developers: Remember Priority #1
(Aaron San Filippo)
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Why I Play, Why I Create
(Claire Blackshaw)
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A Matter of Choice
(Poya Manouchehri)
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The Depth Jam
(Jonathan Blow)
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Why Kompu Gacha Was Banned
(Tyler York)
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Why I went back into the studio……
(Kevin Dent)
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Maximum Creativity: Open & Closed Mode
(Claire Blackshaw)
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The Difficulties of an Infinite Video Game World
(Alex Norton)
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Pushing the Button More Carefully
(Alex Norton)
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Localization Notes
(Michael A. Carr-Robb-John)
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Unlocking our potential
(Alex Moore)
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Game Engines for Indies
(Kyle-Kulyk)
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Past the Past Pastel Dreams
(Claire Blackshaw)
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The perception of interactivity
(Alex Moore)
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There are eight million blogs about Mass Effect’s ending. This is one of them.
(Kyle-Kulyk)
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Show, Don’t Tell
(Rob Braun)
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How to build irresistible social casino games
(Tyler York)
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You Should Be Drawing
(Mike Jungbluth)
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Be an Architect
(Andrew Meade)
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Everything I Know About Game Development I Learned From The 80′s
(Mike Birkhead)
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Constraint Based Design
(Claire Blackshaw)
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Feedback loop
(Kyle-Kulyk)
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The Craft of Game Systems: Tuning RPG Content
(Daniel Achterman)
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Why You Should Be Using Construct 2
(Rob Braun)
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Team Audio Wants To Buy You Nice Things
(Ariel Gross)
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The Novelty vs Familiarity Paradox
(Julien Delavennat)
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The Principles of Game Monetization
(Tyler York)
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Global Game Jam 2012 Wrap-Up
(Nick Darnell)
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You’re So Vain
(Eddie Cameron)
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Fibonacci Game Design: Tips From A Combat Designer
(Mike Birkhead)
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Usability Evaluation for Video Games (Part 3): Psychophysiological Measures
(Georgios Christou)
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A functional definition of Beauty
(Julien Delavennat)
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What happened to innovative games?
(Tyler York)
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Growing Game Animation – State Changes and Pathing
(Mike Jungbluth)
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The Art Of Boss Design: Tips From A Combat Designer
(Mike Birkhead)
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Learning from the past
(Alex Moore)
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Usability Evaluation for Video Games (Part 2)
(Georgios Christou)
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Social Gamers are Gamblers
(Tyler York)
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Just A Bit Controversial…
(Jason Harris)
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Designing for the Untestable
(Claire Blackshaw)
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5 Tips for Programmer Productivity
(Niklas Frykholm)
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The Symbolism of Simple Actions
(Mike Jungbluth)
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Darwinian_Coding: ( Talking to your AI’s: Universal Language )
(jake kolb v)
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Hero Units: Tips From A Combat Designer
(Mike Birkhead)
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Reflection in C++, Part 2: The Simple Implementation of Splinter Cell
(Don Williamson)
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A Nobler Cause
(Andrew Meade)
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The Craft of Game Systems: Practical Examples
(Daniel Achterman)
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Usability Evaluation for Video Games (Part 1)
(Georgios Christou)
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Yes, it has been done before….
(Jason Harris)
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Compulsion Loops in the Short, Medium and Long-term
(Pete Collier)
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Darwinian_Coding: ( Importance of Misunderstandings in Creature Dialog )
(jake kolb v)
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What is ‘The Future of Gaming’?
(Tyler York)
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Improv Acting and Game Development
(Lisa Brown)
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When Implementing Someone Else’s Algorithm…
(Poya Manouchehri)
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Triple Town: A Social Game Design Analysis
(Raul Aliaga Diaz)
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Awful Lot Of Heterosexuals Around Here.
(Andrew Meade)
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Dealing With Change
(Jameson Durall)
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Sanctioning mechanisms for MMORPGs
(Georgios Christou)
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Separation of Gameplay
(Alistair Doulin)
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Creating Kinect Controls for Angry Birds
(Nick Darnell)
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Darwinian_Coding: ( Giving your Creatures Feelings )
(jake kolb v)
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Game Prototyping 101
(Martin Pichlmair)
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No One Cares About Your Cool Game Idea
(Mike Birkhead)
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Procedural Generation Cost Analysis
(Tyler Coleman)
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Roger Dickey’s Tactics for Game Monetization
(Tyler York)
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The Craft of Game Systems, Part 2
(Daniel Achterman)
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Review Scores Are Bad! Let’s Fix Them!
(Andrew Meade)
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Game Thinking
(Martin Pichlmair)
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When the Surprise > the Prize
(Lisa Brown)
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Organic Game Design
(Stuart-Urback)
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Talkback Games
(Eddie Cameron)
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Get a GRIP: Tips From A Combat Designer
(Mike Birkhead)
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Mechanics and Realism?
(Jason Harris)
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Let’s Talk About QTEs
(Andrew Meade)
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Calculating Crit in a Shooter
(Forrest Smith)
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The Craft of Game Systems, Part 1
(Daniel Achterman)
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Game Monetization Lessons from Magic: The Gathering
(Tyler York)
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The Great Hogrocket Level Design Competition
(Pete Collier)
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Who Designs Animation?
(Tim Borrelli)
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Layers of Depth, Layers of Fun
(Martin Pichlmair)
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When Borrowing Mechanics is a Bad Idea…
(Poya Manouchehri)
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A few conceptual prototyping tips
(Pete Garcin)
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A Rant Fueled By the Cough Syrup Fueled Rant
(Jason Harris)
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Don’t be “that guy”… but how ?
(Julien Delavennat)
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A question in regards to storytelling
(Chad Moore)
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Game design, B-minus, should try harder.
(Andrew Hague)
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Exposing Social Gaming’s Hidden Lever
(Tyler York)
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Along came a spider…
(Kyle-Kulyk)
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Collectible Intent
(Mike Jungbluth)
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I am a slave to the groove
(Richard Fine)
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Boss Design: Tips From A Combat Designer
(Mike Birkhead)
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The Crying Game #3 : Tantrum
(Eddie Cameron)
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How Can Entry Level Game Designers Stand Out?
(Jameson Durall)
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FIERO! (A Toddler Plays Fruit Ninja)
(Andrew Meade)
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My design method: how do we actually design ?
(Julien Delavennat)
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Improving your Documentation
(Adam Rademacher)
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Earn More With Free-to-Play
(Tyler York)
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AltDevConf Announced! Get Your Ideas In NOW!
(Jason Harris)
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Risk and Reward Deluxe
(Martin Pichlmair)
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Do The Way We Use Pronouns Relate to Camera Perspective?
(Mike Jungbluth)
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How to use focus testing
(Alex Moore)
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Games about Yetis… Proof You Can Never Win?
(Jon Moore)
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Bored Game – A Cautionary Tale For Design Students (Part 2)
(Andrew Meade)
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My design method: Interweaving
(Julien Delavennat)
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Controlling the Player
(Alex Moore)
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The Crying Game #2 : Less tears
(Eddie Cameron)
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How We Scrum
(Martin Pichlmair)
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What Makes Combat Fun: Tips From A Combat Designer
(Mike Birkhead)
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Bored Game – A Cautionary Tale For Design Students (Part 1)
(Andrew Meade)
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What’s On Your Shelf?
(Weezie)
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Ten things I wish that Uni had taught me
(Adam Rademacher)
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Performance Anxiety 2: You’re doing it wrong
(Kyle-Kulyk)
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Behind the Scenes of Bit By Bit Games First Release
(Paul Evans)
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How To Make a Catapult Shooting Game with Cocos2D and Box2D
(Gustavo Ambrozio)
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Buy Games Forever!
(Matt Yaney)
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Dressing on the Side, Please
(Mike Slone)
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Is “Fun” Really What We Mean?
(Pete Garcin)
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The right motivation
(Nicolas Lamanna)
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The Crying Game #1: A Unity3D Dev Diary
(Eddie Cameron)
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Why do we restrict content?
(Alex Moore)
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Technically, It’s Creative!
(Tim Borrelli)
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Tools Envy: How music making tools balance discovery and creation
(Carlo Delallana)
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How To Make A Scary Game
(Mike Birkhead)
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Finding Inspiration
(Rob Braun)
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Competition Considered Harmful?
(Peter-Smith)
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Six elemental questions to find out just about everything
(Raul Aliaga Diaz)
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You Can’t Please Everyone…Can You?
(Jameson Durall)
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Rhythm in Game Design
(Pete Collier)
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Stop being the Useless Designer: Programming
(Claire Blackshaw)
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My Game Sucks
(Matt Yaney)
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Map-Making with Vector Editors – 3 1/2 Tips for Beginners
(Lisa Brown)
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Post number 6
(Alex Moore)
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Lost in the Labyrinth – Part 1
(Rob Braun)
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Defining The Gap: Tips From A Combat Designer
(Mike Birkhead)
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Scripting with no Scripts
(Jonas-Norberg)
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What Makes a Good Game?
(Pete Collier)
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Stop being the Useless Designer
(Claire Blackshaw)
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Difficulty by Design
(Lauren Poling)
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Motion Controlled Emotions
(Mike Jungbluth)
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Looking into the Future
(Martin Pichlmair)
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Liberal Arts Education for Designers
(Lisa Brown)
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UI is the game, the game is UI
(Alex Moore)
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Designing Animation For Speed
(Tim Borrelli)
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Does Gameplay Always Come First?
(Alan Jack)
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How I Document A Game
(Mike Birkhead)
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Guns and Games
(Amy-Kalson)
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Some Hows and Whys of Usability Testing
(Emmeline Pui Ling Dobson)
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Classic Problems With Level Design
(Weezie)
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Get your hands dirty
(Stuart Riffle)
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Yes…If
(Jameson Durall)
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Performance anxiety
(Kyle-Kulyk)
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The Importance of Vision
(Rob-Galanakis)
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Procrastination: Gollum and the 8th Deadly Sin
(Pete Collier)
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The Mechanics of Convention
(Claire Blackshaw)
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Social Games: what are they doing right?
(Ben Ward)
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Gears of War: An Observation of the Active Reload Mechanic
(Lauren Poling)
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Theoretical Road Blocks in Design (and how to circumvent them)
(Lisa Brown)
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Do games need brand?
(Alex Moore)
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My checklist for a hit social game
(Daniel Sefton)
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Articles Applied to Designing 3rd-Person Cameras / Controls
(Emmeline Pui Ling Dobson)
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Memes and Games and Transformation / the twisty road to creation
(Ann-Cudworth)
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Back In My Day…
(Jameson Durall)
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The Artist: Learning from Ray Davies
(Pete Collier)
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The “Gaming Developer” Dilemma
(Savas Ziplies)
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The Hidden Evil of the Micro Transaction
(Claire Blackshaw)
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Unlock Your Inner Actor
(Mike Jungbluth)
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Evaluating Artists – One Approach
(Ed Bartley)
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Is your game re-approachable?
(Cort Stratton)
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Learning by Analysis
(Alex Moore)
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Predictably Irrational Game Design
(Mike Birkhead)
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This is the song (game) that doesn’t end…
(Hsiao Wei Chen)
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Adventures In Design: Life Can Be A Pitch…
(Weezie)
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Am I Doing Meaningful Game Design Work?
(Emmeline Pui Ling Dobson)
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The Quest for the Ginkgo GUI
(Martin Pichlmair)
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Do we live for what our games give to people?
(Ann-Cudworth)
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Running a games company start-up – what I’ve learnt so far
(Pete Collier)
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Wanna Go Steady?
(Mike Jungbluth)
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Experience Movies – A Design Tool
(Lisa Brown)
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Pacing And Combat: Tips From A Combat Designer
(Mike Birkhead)
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Starting a New Game Company
(Szymon Swistun)
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Force Sensitive Resistor: Discovering a New Biometric Technique
(Pete Collier)
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Game Design and Elephant Handling
(Kwasi Mensah)
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Going Off On A Tangent
(Mike Jungbluth)
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Successful Moderation of Brainstorming Meetings
(Lisa Brown)
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Designers are Descriptive; Programmers are Procedural
(Richard Fine)
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Depth vs Breadth: Tips From A Combat Designer
(Mike Birkhead)
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Cool Doesn’t Cut It: Ideas for Generating Creative Solutions
(Pete Garcin)
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Ego – the Destructive Menace
(Pete Collier)
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What Does Your Game Believe In?
(Mike Jungbluth)
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How To Design Enemies: Tips From A Combat Designer
(Mike Birkhead)
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What can story-driven games learn from sports games?
(Pete Garcin)
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It’s good to Write
(Pete Collier)
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Losing your Objectivity: A Survival Guide
(Pete Collier)
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Action Figure Fun
(Mike Jungbluth)
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Designing Meaning in Games
(Pete Garcin)
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Lucas Plays Video Games
(Andre Leiradella)
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Teaching Players how to Play your Game
(Pete Collier)
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Play, Don’t Show
(Richard Fine)
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Time and being Memorable
(Pete Collier)
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How to Polish a Turd
(Richard Fine)
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An Open Letter To Game Developers
(Mike Jungbluth)