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October 19, 2021
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Category: Design


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Posted by Josh Bycer on 10/07/21 11:49:00 am in Design, Production, Console/PC, Indie, VR
Learning any videogame is all about an effective onboarding process and providing the player with the right amount of feedback and information. For today, we're going to talk about how much is the correct amount of info to give to the player.

Posted by Brandon Casteel on 10/07/21 11:48:00 am in Design
Inspired by contrasting the game designs of Command and Conquer games against Age of Empires 4, this article explores the space of "speed bumps" which help to control the pace at which players progress through gameplay.

Posted by Josh Bycer on 10/05/21 06:50:00 am in Design, Console/PC, Indie
The "boomer shooter" market has been taking off among indie studios, and the recent Quake Enhanced gave me a chance to take a look back at one of the best.

Posted by Pascal Luban on 09/21/21 10:58:00 am in Design
Almost every action-adventure game that has been released during the last decade offers players progression mechanics heavily inspired by those of RPGs. So is this a good thing or is it a sign that the industry is struggling to renew itself?

The 2nd installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 talk, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This article explores more complex deployments of the horizontal resequencing model.

Posted by Josh Bycer on 09/10/21 11:16:00 am in Business/Marketing, Design, Production, Console/PC, Serious
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies facing the studio today over its monetization practices