Updated: 1 hour 48 min ago
Tabletop game design holds great value for students as it is free of many technical barriers, allowing students to test and iterate quickly.This post describes a board game design program we ran and challenges students faced, as told through their games.
Let's take a look at what makes Threes! such a good little puzzle game.
Originally published on https://www.seattleindies.org/blog/2019/01/seattle-indies-spotlight-ty-taylor/ interview conducted and written by Anthony Ritchey http://anthonyritchey.com/
Check out the video interview: https://www.youtube.com/watch?v=KVgDIw-H
The idea of combining the handcrafted design of a Zelda title with the procedural generation of a rogue-like may sound like a dream come true, but it's often a challenge too big for most designers to handle.
Either businesses are regulated by consumers, or by government. The loot box saga has shown how one of the world's largest developers can be humbled by its customers without the âhelpâ of politicians or new legislation.
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.
A description of how we do UI localization in The Machinery.
In my experience, Player Morale is one of the biggest indicators of whether somebody will sit through your game and want to play it again. One component of raising player morale is to make everybody feel that they have a chance to win. Part 2 next week.
Ni no Kuni 2 is basically a collection of mechanically diverse minigames. What keeps the overall experience from feeling cobbled together? This article dives into how Ni no Kuni 2 defies the typical categories of game design.
We have outlined the most important roles in game development. In the second part of the article we will see how can jobs and roles be combined within a single person using an RPG game as an example and review potential bottlenecks of such combinations.
A look at 2018 numbers for crowdfunding and video games.
Game composer Winifred Phillips presents an annual VR audio resource list for game audio pros. Included: technology and tools, methods and techniques, communities and organizations, and popular VR conferences.
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after 3 disappointing iterations we finally started development on the 21st of November 2018.
If consumers and regulators continue their joint opposition to the industry, and if the industry fails to placate them, it wonât remain independent for long.
A reflection on our first experience showcasing Runaway, a punk rock parkour platformer, at the Music & Games Festival (MAGFest). We've learned a lot and share here what went well and where we have room to improve.
The Chinese gaming market is understandably very attractive for many companies looking to go global. But while this massive market presents huge business opportunities, entering China poses its own set of unique challenges.
Small developers often feel like they lose business momentum between launches. Here are four lessons that helped us grow our business in 2018, even though we didn't release a new game.
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and a surprising mega-roundup of 2018's best 'game jam' games.
Many game companies have just finished (or may still be working on) their GDPR compliance. But, California has a new privacy law that will likely require another look at privacy practices. This article benchmarks what others are doing to comply.
A breakdown of the Three Act Structure and how it can be expanded to help guide non-linear narratives