A comparison of the main ways to reference objects: names and GUIDs.
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
A little story of a Game Designer who found what type of videos he should make on YouTube
A detailed look at what went into showing and announcing Heart Shaped Games' We Are The Caretakers at PAX East.
Inspired by the recent conversations on game difficulty surrounding the release of Sekiro, designer Keith Burgun gives his take. Beyond exclusionary gatekeeping, is there any good reason not to have easier/more accessible gameplay modes in such games?
Every game has ways to monitor and add gameplay at the right times. Interested in how sandbox game events differ from traditional linear ones? PART 1 looks at the Event Gameloop.
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.
Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
While 99% of the time we're using our skills to make games, sometimes we get to use them to create something truly special—in this case a mural for a hospital room in partnership with Momentum Children's Charity.
The article addresses creating an in-game balance and will be interesting to anyone who takes part in the creation of games, especially producers and game designers.