Updated: 20 hours 38 min ago
In this installment of Game Designer Spotlight, I look at the acclaimed director of the Metal Gear Series and Death Stranding. How did he get started making games, what is his design philosophy, and how did his love of film influence his designs?
This week's roundup includes a look at some great community events - from the fighting game scene's Combo Breaker to Japanese indie dev scene's BitSummit, as well as a peek at the first ever E3 Expo, kids apps, D&D in 2019, & lots more.
Hereâs how you start developing your first game â with Shovel Knight as an example.
In this article, game writer Sande Chen opines about forced failure as story moments and how players are more likely to forgive forced failure when engaged in story-driven games.
In this post originally published on RocketBrush Studio's Blog, you will find a simple tutorial on creating your game character from the idea to the completed work.
The band Iron Maiden is suing publisher 3D Realms over the game title Ion Maiden. I will discuss some legal best practices for developers to use in order to avert trademark controversies, using the Iron Maiden case as an example of pitfalls to avoid.
Do you wonder what made Forntite so popular? If so, then we cover the eight reasons why it does. By going through the post, you can also learn from its success.
A game design's perspective on why the tendrils in Shadow of the Colossus might be the most important thing in the game.
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Craig shares 1.5 years of learning game development while working a full time job. He talks about the summer leading up to creating Buttery Games and starting LUMEN: Lost Passages as a way to escape.
This is the final section of my honors thesis on extended fiction in game design, it discusses games that utilize ludoethical tension in a different and darker manner than previously discussed. It also contains the conclusion to my thesis.
Some tips and tricks when developing an RTS game. This article will give you an overview of some key factors for development, design, and gameplay mechanics.
Today's post looks at the use of achievements and how there are ways to evolve their use in games.
We all love âDiabloâ but would we sell our souls him?...
Last week my colleague Anthony and I gave a presentation of our latest game to a potential funder. We managed to get the opportunity and the game USP across well.
Rockstar Games - the company behind GTA and RDR game series - has included some elements of gambling in most of their hit games. Let's take a look at all the options to make an easy buck in the entire Grand Theft Auto Saga.
This is a collection of guidelines for building a marketing plan of upcoming Steam Games. I am not an expert on this area but I gathered some resources to guide myself and others about the topic.
Game Development is a bigger task than ever these days. It is easy to see the phrase development hell and wonder how studios get themselves into such difficulties. A Quick look at the long drawn out process of game development illustrates this.
While the game industry is swamped by the battle royale tsunami and its exacerbated individualism, a game genre is slowly emerging: Cooperative games where players should not compete but must cooperate to win.
Part of my series of blog posts containing sections from my honors thesis on extended fiction in game design, this section discusses ludoethical tension and how it's used as extended fiction in Life is Strange and Hellblade: Senua's Sacrifice
Game Designers - here's what you can (probably) learn from hyper-casual games, no matter how much you hate seeing them on App Stores.