A razor is a simple, often used tool to keep large, creative teams on the right track.
An in-depth overview of a very important programming principle often used in game code: Don't Repeat Yourself.
A direct response to Warren Spector's post on Telltale and their games
A quick summary of the changes for software at retail in the last 18 months. Bottom line: only Sony's PlayStation 4 and Microsoft's Xbox One showed software growth in the first half of 2015.
Let's look through a large dataset of game titles and see what we can find...
Individual metrics and cohort analysis seems to be the next big thing for analytics programs, but what about community targeting? This article will examine the burgeoning field of community targeting, and ways to address communities as a whole.
In this re-post from the Indie Megabooth Blog, Will O'Neill (Actual Sunlight, Planet of the Eyes) shares some back-to-basic thoughts on crafting game narrative. And then a little twist.
I modified the game experience of serving a food.
The modified game experience is more efficient and saving designing cost. The control cost from 8 to 4, interface cost from 8 to 5.
A certified Amiibo Addict shares his thoughts on why Nintendo has a massive winner on their hands and the issues of being a victim of its own success.
Common questions and issues about designing escape games from theming games to how much to charge. This is a look into aspects of a good escape game that go beyond having a fun puzzle.
Creating more female characters that are compelling and empowered, game designers will not only address a much wider audience, but also contribute to the gradual change of the gaming industry for the better.
The castle's structural design in Castlevania: Symphony of the Night has rarely been factored into analyses of the game's strengths. This article will do so, using comparisons to several other exploration-based Castlevania titles for effect.