Updated: 51 min 15 sec ago
Like every year, this is the time for a look at the performance of the many E3 announcements in terms of media coverage.
New designers often create needlessly complicated and clunky designs, but the truth is that simple designs are good designs. Nick Kinstler outlines the nature of this problem and offers some tips for new designers who struggle with complexity.
In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important for all of us.
Atmosphere can elevate an already attractive environment to new heights when elegantly conceived and conveyed. Its ethereal nature, however, means it's not clear-cut from a development standpoint. Bethesda alum Michel Sabbagh analyzes the ambient effect.
Narrative design as a role within game development is still growing and changing, and understanding what we mean when we use the term goes a long way to helping us discuss it in the future. Here are a few distinct types of 'narrative designer'.
This article describes a method for creating a realistic first person camera attached to a body to simulate realistic movements and animations in Unreal Engine 4
Development Director at Snap Finger Click, Martijn van der Meulen, discusses their latest release Awkward. This adult party title was made for multiplayer and optimised for broadcasting using the team's years of experience in making social games.
Command and Conquer Rivals is the latest in the strategy genre to show up on mobile, but it also represents the biggest problem with trying to simplify the genre and its design.
What is it like to be a business developer in a small indie studio? (and how to get my job?)
Reprinted from the author's blog, this is the first of a (at the time of writing) three-part beginners tutorial series on making a character in Unreal Engine 4. A link to Part II sends the reader to the blog to finish the job. More parts may come later!
The Blackboard System is a system to decouple features, creating a solid architecture, with easy implementation, maintenance and a helpful editor tool.
The next generation of mobile networks is almost upon us. This article explores they key benefits 5G will provide game devs and mobile marketers.
A look at how to applying product design to game design can benefit projects and teams by creating metrics to which you can measure your product.
What is Fair Use, and how are you not protected when using copyrighted assets without permission.
Study with SEGA HARDlight on what makes some games go viral, while the others struggle to keep their acquired users engaged. The study includes insights from more than 40,000 players who had been invited to the game Sonic Forces: Speed Battle
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.
How much of an impact will it have in the future after already taking over the world of micro-transactions?
This is another post on my continuing game journals. I recently finished Dragonball Xenoverse 2, despite not actually liking the gameplay that much. I thought and wrote about why.
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!