What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our latest round-up.
The debate over difficulty in videogames continues to rage, and for today's post, I want to try, once and for all, to explain that difficulty is not a part of accessibility, but an essential element designers need to take note of.
A deep dive into how Magic The Gathering expresses character through game mechanics, and how those same concepts can be applied to video game characters without breaking the design budget.
A look into Merge Games and their next phase of growth
Asymmetric multiplayer games are fun to play, but special design attention is needed. Five possible design patterns are presented based on a study on ten asymmetric multiplayer games on different platforms.
Why the project started, how it was developed and marketed, my thought process, failures, design and workflows.