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Category: Design


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Posted by Alexis Jolis Desautels on 11/18/21 11:14:00 am in Design, Production
Following up on the initial thoughts on Rational Design, let's dig deeper to provide the Why, What and How of the process. This journey will be cut in 3 pieces, each with an overarching theme: the Player, the Game and the Work.

The 4th installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This discusses methods for hybridizing horizontal and vertical music techniques.

Posted by Tommy Thompson on 11/18/21 11:11:00 am in Design, Programming, Art, Console/PC
A good videogame horses is very difficult to get right. But Rockstar games went above and beyond in their efforts for Red Dead Redemption 2

Posted by Josh Bycer on 11/18/21 11:10:00 am in Design, Console/PC, Indie
Dead by Daylight is the biggest multiplayer horror game on the market today, but does this game hold up design and monetization-wise in today's market?

Posted by Keith Burgun on 10/26/21 10:45:00 am in Design, Serious
Those nights when you're endlessly scrolling through your favorite game store or library, desperately wanting to play *something*, but rejecting every candidate you can find. I have given a name to your pain!

Posted by Josh Bycer on 10/22/21 05:01:00 pm in Design, Console/PC, Indie
Decision making in videogames is obviously an important aspect of player engagement, but for today's post, I want to talk about how the game Lobotomy Corporation was designed around making the player choose between all the bad options.