Updated: 20 hours 56 min ago
User centred design is a valuable approach, including for the development of games. Here's a post about how we work at Robert Gordon University to merge board games and UCD sensibilities into our modules on the topic.
Designing game play for "real world" escape rooms using video game design techniques: building a narrative, puzzle design, level progression, and the integration of technology.
Understanding how games and other media affect consumers on a biological level can lead to major breakthroughs in commercial success and public health. Part 1 of a 2 part series.
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
WHO is considering adding gaming disorder as an official mental disorder. In this post I examine reasons as to why this may not be a good idea, and how gaming addiction should prompt society to reevaluate familial gaming practices.
A game can either have an open world where the player can move freely, or a world that changes as the plot advances. If it has both, the player will miss out on most of the games content. There are some approaches to deal with this, though...
Today's post is a high level talk about UI Design and why it's often overlooked when it comes to game development.
A discussion of the personality of Samus Aran based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.
I discuss the peer-peer networking infrastructure which I have developed in an online-multiplayer game, in order to minimize both server cost and network latency.
How do you have realistic movement in a space combat game? Well, unless we have actual battles between the planets, we really wont know. Fading Suns: Noble Armada makes it a key part of the game
Playable ads create an entirely new ad experience built around the player -- an ad that doesnt feel like an ad and is actually welcomed by users.
An analysis of systems-based, holistic game design and development and the difference between a "System Designer" and "Systems Designer".
Combating toxicity/harassment in online games is an ongoing battle. In this post I cover some past research done on the topic, as well as offer some new avenues to explore.
When you're looking for a publisher for your game, figuring out how best to pitch it to them might seem intimidating. It doesn't have to be! Here's some advice you can apply to any pitch you're putting together, for any publisher.
In order to make sure you have your bases covered for your game business in the new year, here is a checklist for this month to ensure youre starting 2018 on a good foot.
Everyone knows that the more cycles you can put your game through the better it will become. But in almost all cases, you run out of loops! In this post I wanted to give Donkey Kong Country some extra loops, and see what could be improved.
A brief discussion on software development tutorials and two ways to make them better.
Tutorial for using Unity's SpriteMask component to provide dynamic lighting in a 2D, sprite-based world. In my game, it allows multiple players to hold torches while moving.
A lot happened last year. Virtual reality (VR) became much more accessible, and the Nintendo Switch proved that mobile is definitely popular and theres plenty more to come. Here are a couple of my predictions for gaming in 2018.
2017 was an amazing year for video games, and I wanted to share with everyone my personal top 10 of the year.