The Procession of Progression in Game Design  |
| Posted by Josh Bycer on 05/23/13 11:10:00 am
in
Design
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| Progression in Game Design can be tracked between the player themselves and the game. In today's post I'm going to take analyze the two and their intended effects on game design. |  |
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Letting the Player Find the Fun  |
| Posted by Ben Serviss on 05/23/13 09:15:00 am
in
Design,
Console/PC,
Indie
|
| Are hand-holding tutorials holding games back? Starseed Pilgrim offers lessons in increasing player discoverability. |  |
| Read More... | 2 Comments |
Combat Analysis: Guacamelee  |
| Posted by Ben Ruiz on 05/22/13 07:02:00 pm
in
Design,
Indie
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| As a combat designer, I do a lot of meticulous and thorough analysis of other game's combat mechanics and systems. My most recent analysis was of Drinkbox Studio's Guacamelee on PS3 and Vita. |  |
| Read More... | 3 Comments |
| Why every developer should play Aliens: Colonial Marines |
| Posted by Luis Levy on 05/22/13 05:49:00 pm
in
Design,
Console/PC
|
| There is a veritable pot of gold at the end of this tragic game – if you know where to look |  |
| Read More... | 0 Comments |
| 10 PS4 Touch Pad Ideas You Can Steal |
| Posted by Benjamin Quintero on 05/22/13 05:05:00 pm
in
Design,
Console/PC
|
| Here are some cheap ideas you can steal for your current/next game. Because.. Why not?! |  |
| Read More... | 4 Comments |
First Blog Post, in which Robin Tears His Heart Out.  |
| Posted by Robin Arnott on 05/22/13 03:42:00 pm
in
Design,
Indie
|
| Putting something personal and intimate out in the world to be judged worthy or unworthy of funding was a trial of self-trust. |  |
| Read More... | 1 Comment |