In this article, game designer Sande Chen reports on Jason Rohrer's session at the 2019 Taipei Game Developers Conference, in which he gave his thoughts about storytelling in games, games as art, and how his game design processes have evolved.
As the former Director of User Experience (UX) at Epic Games, where I worked on Fortnite from 2013 to late 2017, I would like to share the different steps that were taken by the Fortnite team to build what would later become the success we now know.
Hi, my name is Kenny Liu, and each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
This week's roundup includes a look at Thatgamecompany's Sky, the rise of the professional dungeon master, and the far-ahead tech of Turok: Dinosaur Hunter on N64, as well as the latest on No Man's Sky, Dead Cells, and lots more besides.
To celebrate the 50th anniversary of the first moon landing, Bob Whitaker talks with Dr. Roger Launius about Kerbal Space Program. Topics include the history of the Apollo Program, the Space Race, the Cold War, and Apollo 11.
A retrospective on the years I spent developing professionally on the Roblox platform and how I attempted to apply new product science to game development there.
Designing a tool for browsing Steam games "Wikipedia binge" style
In this article, game designer Sande Chen summarizes Jonathan Blow's session at the 2019 Taipei Game Developers Forum, in which he gave a behind-the-scenes look at the development of his game, Braid.
iResearch recently released their new China Online Game Industry Q1 Report. First, let’s highlight some of the key game industry data revealed. Then towards the end of this article, I’ll share my thoughts about what they mean.
The 1st of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 1: Virtual Presence & Flow Theory. Music composition strategies and practical examples are included.
Astroneer guides the player through its exploration and intricate building system with close to no game HUD. Here I analyse how the developers of System Era Network managed to pull it off.
In this post, we’ll be talking all things 'header bidding' and 'ad mediation'. Not sure what these mean? Then you'll probably want to read on.
Porting to the Nintendo Switch is not that difficult in itself, but optimizing a game with 3d graphics to run at 60FPS can be quite challenging. Learn about my experience in porting and optimizing for the Nintendo Switch, and perhaps gain a few tips.
Breaking biases through games
We've all seen bad educational games, which often come across as a poorly connected series of boring minigames. However, educational games don't have to be boring. In fact, many of the best examples can teach players without them even realizing it!
There are lots of excellent design lessons to be learned from all kinds of board games. This is a list of ten games that contain especially useful features that tabletop game designers should try to emulate.
Creating an immersive experience is a key goal of many modern games. However, immersion is a fragile construct and there are countless ways to make it collapse. In this post, we'll have a look at 10 ways to break the immersive spell and how to avoid them.
Day 1 of Red Dead Redemption 2, talking about first impressions in a bullet point list, with pros and cons
An introduction to a 17-part post on Red Dead Redemption II
Sounds and music are one of the most important parts of the game atmosphere - as equally important as visuals. However, all sound works are postponed for the very end. And that's completely wrong.