Toward a definition for Design (part one)
Game Developer
MAY 7, 2024
The present piece is part of a series of articles that summarize the efforts of a university professor to provide the necessary frameworks for designing students' early years.
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Game Developer
MAY 7, 2024
The present piece is part of a series of articles that summarize the efforts of a university professor to provide the necessary frameworks for designing students' early years.
PreMortem.Games
MARCH 29, 2024
And honestly, it’s just really funny to have Arnold, uh… I mean Hans of course, make snarky comments while you desperately try to keep your car in one piece.) The handling definitely leans towards arcade-style physics and is designed to offer a balance between being accessible and challenging. “We
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PreMortem.Games
NOVEMBER 17, 2023
It took me a while to figure out exactly what I wanted to do in life, but I knew from quite early on that I would love to create something in some way. One day I discovered video games could be much more than just ‘entertainment products’, and fell in love with the idea of mixing all the things I loved about art in a new medium.
Keith Burgun
DECEMBER 30, 2023
One of the principles that has been important to me over the years, which I have talked about a lot, is the idea that strategy games should always be moving toward their conclusion. In a way, this extends from the basic Clockwork Game Design model. This core purpose is to pursue that goal.
PreMortem.Games
DECEMBER 13, 2023
This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. It’s not because their ideas or team are bad – it’s because their development process does not have One Way Doors. If you want to know more about the art, craft and science of game development, subscribe here.
Designer Notes
MARCH 31, 2023
I gave an Old World postmortem at GDC 2022, which is available on YouTube: However, I fully scripted the talk ahead of time, so I decided it would be worth taking the time to post the slides online, in three parts to have mercy on your browser. Welcome to My Elephant in the Room: An Old World Design Postmortem.
Keith Burgun
MARCH 13, 2024
Kakariko Village from Ocarina of Time is one of my favorite towns. It is kind of good that you know what you’re in for when entering a big scary difficult dungeon, and so on. So, I am not saying that we get rid of these designations, at all. Dungeons have LOTS of monsters, treasure, and usually a boss.
Grid Sage Games
JANUARY 1, 2024
We didn’t yet know what reasonable limits to put on such a feature, as in what’s the absolute furthest it could go without compromising other parts of the game design. A long time in coming, but here we go! Not just the map, for which zooming was recently implemented as a toggleable option, but all the text as well.
Game Daily
OCTOBER 20, 2023
GameDaily spoke to Alan Wake 2 game director Kyle Rowley, and principle narrative designer Molly Maloney about how they go about creating fear in their players. Kyle Rowley: We wanted to figure out what kind of horror experience we wanted to make, based on Alan Wake as an established franchise, and the things that we did in the first game.
OPM Jobs
APRIL 13, 2023
Are you looking to network with other devs or searching for advice on getting into the industry? The information on this page will be updated periodically as more information from organisers is released. The event is split into two days, with the career event taking place on the second. Find out more. Find out more.
Game Daily
APRIL 20, 2023
But the team preserved, taking on work-for-hire, and building its own engine that could handle the kind of 3D browser games the company wanted to build for high profile brands like Lego and Dreamworks. Now owned by Australian company iCandy, Flying Sheep has turned towards a Web3 model for its next project, Star Life.
Brand Game Development
JULY 15, 2019
One of the hallmarks of good board game design is being able to create hard choices. Sounds easy enough to do, but it’s actually really tough from the designer’s perspective! Many of you know that our Kickstarter campaign, Tasty Humans , has just debuted on Kickstarter ! Need help on your board game?
Game Daily
AUGUST 7, 2023
In 2021 we took the decision to go all in on Web3. So we decided on an action-movie inspired battle royale. It’s designed to be very accessible, with matches around five minutes long, and 20 players. GameDaily: Tell us why you decided to make a Web3 battle royale game? It was a shooter – food themed and very cute.
Designer Notes
SEPTEMBER 8, 2023
I gave a talk on games and meaning at GDC 2023, which is now available on YouTube: However, I fully scripted the talk ahead of time, so I decided it would be worth taking the time to post the slides online, in three parts to have mercy on your browser. This raises the question of what is the point of a historical game?
Brand Game Development
JANUARY 22, 2018
This article is the twelfth of a 19-part suite on board game design and development. Need help on your board game? It’s also a very complex issue that is hard to talk about succinctly because it covers game design, product testing, individual behavior, and group behavior under a lot of different circumstances.
Brand Game Development
JANUARY 20, 2020
Being able to analyze and move forward after failure is critical to your success and a big part of getting your game from Start to Finish. This is part two of four in the Failure Recovery series. Need help on your board game? It definitely changes how you have to approach the business, though.
Brand Game Development
JANUARY 8, 2018
This article is the tenth of a 19-part suite on board game design and development. Need help on your board game? It’s also a very complex issue that is hard to talk about succinctly because it covers game design, product testing, individual behavior, and group behavior under a lot of different circumstances.
The Bottom Feeder
AUGUST 30, 2023
I think one of the big problems with game criticism now is that it's so rushed. But let's set that one aside for now.) The Whole Zelda Thing One of the most surprising things about the Zelda games is that they've never actually been that popular. The chatty girl who destroys the world at the top of the game is called Link.
Grid Sage Games
NOVEMBER 28, 2022
Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since open world games generally allow backtracking by default.
Deconstructor of Fun
SEPTEMBER 12, 2023
Konstantin Mitrofanov , Chief Product Officer of Belka Games (a studio that has quietly racked up half a billion in revenues) shares practical steps on how they were able to create an organization that is both autonomous and highly successful. Or they review them in the game, but not on an actual device. A truly profound read!
Brand Game Development
APRIL 8, 2019
Need help on your board game? The deeper messages are based on business strategy and the ability to plan for the future. The right reasons will keep you going in the tough times and the wrong ones will eventually push you out of the business. Yet you may still aspire toward that sort of campaign.
Radiator Blog
SEPTEMBER 20, 2022
My gay historical bathroom cruising game "The Tearoom" is part of a new upcoming group exhibition "Voluntary Attempts to Overcome Necessary Obstacles" at the EFA Project Space in New York City, curated by Nicholas O’Brien. Although I won't be there, since I currently live on the opposite side of the planet , I encourage you to check it out.
Game Daily
MARCH 30, 2023
It’s been a full year since the consumer advocacy group Truth in Advertising (TINA) filed a complaint with the Federal Trade Commision about Roblox’s lax policy towards in-game advertising to children. For its part, Roblox says it is satisfied with the new rules.
Brand Game Development
DECEMBER 11, 2017
This article is the sixth of a 19-part suite on board game design and development. Need help on your board game? This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy. Rules provide directions on how to execute activities within a game.
Deconstructor of Fun
MARCH 28, 2023
The definition and feasibility of “true ownership” as a concept in web3 is vastly misunderstood and played fast and loose with for fun and profit. The real problem with “true ownership” is the one also known as the Diablo Auction House problem. In our case put your hands together for: 1. Progression Utility 2.
Grid Sage Games
MARCH 10, 2022
Cogmind began its life as a 7DRL , and a portion of items designed back when the game was overall a very different environment didn’t evolve at the same pace. A decade of development into a huge project is almost unavoidably going to accumulate some amount of cruft.
Astral Clock Tower Studios
DECEMBER 19, 2021
In short, we don't like putting Kristala into any one box, and our overall goal is to create an epic video game that enchants and engages all players in some way, whether they're fantasy aficionados or combat connoisseurs. Greetings, beautiful beings! Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog.
Keith Burgun
APRIL 10, 2023
As I have mentioned elsewhere, I’m starting pre-pre-development on an RPG of my own, and so this is something I’m thinking about a lot for that game. The secrets I am talking about get figured out by a healthy percentage of players just playing blind, and which can be looked up on the internet. They are findable.
Grid Sage Games
MAY 8, 2022
Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work.
Grid Sage Games
SEPTEMBER 15, 2022
Most roguelikes apply some sort of randomization to their items, which makes a lot of sense for a genre focused on replayability. NetHack, Angband, ADOM, Linley’s Dungeon Crawl… lots of big early roguelikes rely on enchantments as a core element of their item generation. Of course most started to take it further.
Brand Game Development
MAY 8, 2017
Need help on your board game? Needless to say, this game is definitely worth your time and attention. on Board Game Geek – a site where ratings over 8 are practically unheard of. Players beat the dungeon cards by playing cards with symbols that match the symbols on the dungeon card. Timers keep us focused.
Brand Game Development
DECEMBER 4, 2017
This article is the fifth of a 19-part suite on board game design and development. Need help on your board game? This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy. Rules provide directions on how to execute activities within a game.
Brand Game Development
MARCH 18, 2019
As I see it, an online community is any place that people are actively engaged in conversation on the Internet. Actively engaged meaning that people check in regularly and talk to one another. It’s a simple definition, but you’ll notice that it specifically excludes online platforms where nobody ever engages.
Keith Burgun
JULY 29, 2022
So what we end up with, over time, is a “tradition”, or traditions within a blanket term like “RPG” There are so-called “ARPGs” like Diablo, JRPGs like Final Fantasy, CRPGs like Ultima, tactical RPGs like Fire Emblem, and so on. I love RPGs and I am really excited to make one myself someday.
Deconstructor of Fun
JANUARY 2, 2023
On December 12th, just a few weeks ago, Supercell’s Brawl Stars shocked both their audience and the F2P devsphere by removing lootboxes. Brawl Boxes had been there since the release of the game, and were an integral part of its progression and monetization systems. On Android, the impact has been much more positive.
Astral Clock Tower Studios
MARCH 23, 2022
We know it's been a miiinute since we've shared some in-depth development updates from Kristala with you, but we're SUPER STOKED for you to see everything we've been working on since the last time we met. HELLO, FRIENDS! If this is your first time joining us, thanks for stopping by to our little corner of the interwebz! Behold, friends!
Grid Sage Games
JULY 17, 2022
” (More recently here on the blog I covered that category of Cogmind maps, the “ maps between maps ,” since a third such map type was added this year.). As a result, for a while now I’ve wanted to revisit and update Garrison design to better merge it with what the rest of the world had become.
Game Refinery
JUNE 23, 2022
In this last part, we will dive into new player monetization. Remember to check out the part one about storytelling elements and a sense of progress, as well as part two on player retention , to deepen your knowledge about the topic of onboarding. Introducing monetization mechanics through free samples.
Game Dev Unchained
JULY 26, 2023
This was the primary discussion during the latest episode where I invited the accomplished filmmaker and game designer HaZ Dulull. Dulull recalled how hard it was to transition from the gaming industry to visual effects for film, given the perceived snobbery of the film industry towards gaming professionals.
CG Spectrum
DECEMBER 1, 2022
Before even graduating, Oliver scored his first freelance gig based on work he produced in class! Oliver Harbour tolerated his retail management job, but it didn't fulfill him. With a love of sci-fi and fantasy, he decided to pursue a career in the film and game industry where he could explore these realms. This past year has been crazy!
Grid Sage Games
OCTOBER 2, 2022
Last time I wrote about item variants and randomization in roguelikes , and how Cogmind is purely based on a large set of static items, but more recently I’ve been running an experiment to play with not-so-static items. Instead of creating new ones it can also use these resources to modify existing constructs. Construct Creation.
Keith Burgun
JUNE 20, 2022
I mean, part of why I can’t believe that is that for almost a full year after the launch, I was furiously updating the game: two new factions, a new game mode (arguably two), a map editor, tons and tons of balance changes, polishing, bugfixes, you name it. This is the boring part that you skip over.). Here we go! What went right.
Mircosoft Game Dev
FEBRUARY 15, 2021
That world is an advanced town on the moon designed on hard science and engineering. That world is an advanced town on the moon designed on hard science and engineering. It starts with a vast set of habitats and infrastructure, and a detailed development timeline based on solid known technology.
Brand Game Development
APRIL 23, 2018
Need help on your board game? A few hundred dollars in advertising money have gone a really long way toward increasing the visibility of my projects. Much like my old staple How to Get Big on Twitter as a Board Game Dev , I’ll be covering everything you need to know to get started on Facebook as a board game developer.
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