Updated: 21 hours 12 min ago
This week's longform highlights include Phil Spencer's speech at the DICE Summit, editorials on how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
Random musings, assumptions, and reflections; afterword by Feargus Urquhart.
Discussing the importance of player feedback and a practical guide towards delivering it in the most efficient way possible.
Let's talk about Evil Islands' crafting system and what makes it really unique.
Last month, our team had a unique opportunity to showcase our game, Salad Hunt, at Taipei Game Show. It was certainly as big as we expected, but felt completely different from shows in the US like PAX.
Assorted thoughts on Getting Over It With Bennett Foddy including musings on the design, authorship, profundity and toxic masculinity of the game.
Creator of Sonic the Hedgehog, Naoto Ohshima, reveals the plans for Michael Jackson to create music for Sonic 3. Jackson was creating the music as a human beat box! In this video Ohshima also does impressions of this "a cappella" music
Multiplayer is one of the most popular features requested by gamers, but today's post looks at two of the most unassuming ways for designers to mess up when implementing it.
The story of how a game that has absolutely nothing to do with Flappy Bird took over 7 years to make. During that long process it became known as a "Flappy Bird Clone" and we decided to not care anymore and let people play it and decide for themselves.
Looking for a way to tell where you are in your career progression? Try talking to your manager about their job matrix, a simple tool for defining roles and responsibilities.
Why we went itch.io paid beta but not Steam Early Access, and what #4 on itch.io actually means.
Part one of the Trent Polack origin story. This has absolutely no practical benefit other than hopefully providing people that want to get started in games in some form or another.
But, yeah, mostly me rambling.
An exploration of VR design tips, tricks, & principles by the designer of Recreational Dreaming, a "sleepwalking simulator" for the HTC Vive.
With 7 little tips learn how you can effectively manage your remote dev team.
In the previous part of my new feature on episodic design, I demonstrated how episodic storytelling can be adapted to a true action-laden shooter game and improve it. I will now do the same with another popular genre, open world games.
A discussion of the personality of The Knight from Hollow Knight based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.
As a one-man-army indie game developer, it can be quite intimidating to make a story-driven game. But there are simple ways to add story elements anybody can implement.
Historian Bob Whitaker talks with Harvard Egyptologist Peter Der Manuelian about Assassin's Creed Origins. Topics include Ptolemy, Cleopatra, Cultural Imperialism, "Blackwashing" vs. "Whitewashing," the Giza Pyramids, and tourist traps.
The role of marketing in free to play games is often underestimated. In the modern understanding of marketing, you need to accompany the customer after purchase and make him a loyal client and an advocate for the brand.
Confused as to what marketing strategy to use? This post will help you organize your tactics and form a strategy to ensure people who are interested in your game will be with you on launch day.