In the second week of my Basic Introduction to Game Design course, I talk about games as systems, their formal structure and the elements that make games into games.
While working on narrative experiment flapping bird, I questioned my initial decision to make my main character straight and male. So I asked gamers on Reddit's r/gaymers if inclusive language would make for a better game. This is what I learned.
A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms.
For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing.
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.
Thoughts on the upcoming software catalogue of Gear VR and how mobile VR games will be viewed by players.
Some thoughts about how the Creative Europe Funding works and how it can change to better sustain the European game industry.
Key elements for creating educational games for kids.
How to write a Python script to make your Unity scenes diff-able and merge-able, so multiple team members can work on them at the same time.
I want to share some advice that I have been gathering as both a participant and a judge.
In the previous installment of the technical series, we discussed about why
friGame was the chosen technology for developing Frank the 'dillo; today we
will be talking about the concepts behi
It will be awhile before another Election occurs in Australia and while working on design documentation I have been thinking about exercising the right to vote and drawing analogies between elections, voting and why we buy particular games.