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Toward a definition for Design (part one)

Game Developer

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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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

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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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

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.

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Strategy games should always be moving toward their conclusion

Keith Burgun

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.

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Iteration doesn’t mean moving forward and backward through development

PreMortem.Games

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.

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My Elephant in the Room, Part 1

Designer Notes

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.

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Outside, Dungeon, Town: integrating the Three Places in Videogames

Keith Burgun

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.

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