Updated: 15 hours 17 min ago
RNG is an important element in game balance, and The Binding of Isaac games are a strong example of that
This is a small blog that i am making that discusses why Skyrim is immersive to many people and the key elements as to how Bethesda made it incredibly immersive.
Ever wonder how to make a game 'feel good' without adding anything that changes gameplay? Slime Road does just that with some very simple strategies.
Here are four lessons I learned while working on my latest game project, La Rana. La Rana is a game developed by fourteen graduate students at SMU Guildhall.
I've quit playing my favourite free-to-play game after 3 years of daily play. Why? Do I regret it? How does it feel to leave a game that I've played so much?
An examination of the player motivations that are present within Rockstar's Red Dead Redemption 2.
Constantly challenging dungeons to make characters stronger in Phantom Brave could easily become tedious and boring, but the use of positive and negative feedback loops help keep gameplay interesting.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Randomness is an important aspect of games, but is often only understood at a surface level by players and designers. This article delves into the details of the properties of Pseudo Random Number Generators and how game designers can make use of them.
Observations from working on 50+ indie game marketing campaigns in 2018 - and some tips for how to give your game the best chance of success in 2019.
Here are four important lessons I learned about being a producer on a 55 person team.
This post outlines an approach to game design that focuses on human values underpinning gameplay, and how to use them to craft meaningful conflict, fostering emergent storytelling.
Details of opportunities for indie developers - particularly funding opportunities, award entry dates, and conference speaker calls.
An in-depth review of making user stories as one of the main game developer tools.
Anthony Bourdain was a Chef, Writer, Traveler and so much more. What did I learn after watching his shows and reading his books about making games? Everything I needed to know.
The Hero's Journey is one of the oldest storytelling structures in history, but is still incredibly effective. This is the first part of a series in which I look at the Hero's journey and how games can take players through this experience.
This is my contribution for data-points on the Indiepocalypse.
Wherein I compare my best-rated and best-selling games.
Game composer Winifred Phillips presents an annual resource list for game composers. Included: game music concert tours for inspiration, communities and forums for advice, popular software tools, and conferences/academia resources for advanced learning.
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Letâs review them and assess their pros and cons.
This article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.