- Features - Features Wed, 12 Dec 2018 06:45:17 EST en-us (Simon Carless) How To Build Worlds And Tell Stories In VR

Sycoforge's Michela Rimensberger outlines the basics of VR worldbuilding, offering essential tips for crafting believable characters and stories. ]]> Tue, 11 Dec 2018 10:30:00 EST
Exhibiting at GDEX 2018: The Great Postmortem

Want to show off your project at a local expo Developer Davionne Gooden breaks down a recent showcase appearance, explaining how you can make the most of your booth. ]]> Thu, 06 Dec 2018 10:30:00 EST
Game Design Challenge: Attitude Adjustment

Can you design a game in which the main character's abilities differ depending on their mood Test your skills in December's Game Design Challenge! ]]> Tue, 04 Dec 2018 10:30:00 EST
The Reset Problem: A Case for Single-Player Matchmaking

Fabian Fischer suggests alternative approaches to designing match-based single-player games, including roguelikes, city-builders, and puzzlers. ]]> Thu, 29 Nov 2018 10:30:00 EST
Results From Game Design Challenge: Just In Time

Game Career Guide's readers present time-twisting takes on multiple game genres in these winning entries for November's Game Design Challenge! ]]> Tue, 27 Nov 2018 10:30:00 EST
Getting The World Of Sprint Vector Over The Finish Line

Technical artist Kevin Andersen recalls the process that brought Sprint Vector from concept to reality, explaining how his team arrived at its final art style and aesthetic. ]]> Tue, 20 Nov 2018 10:30:00 EST
Audio Design For Interactive Narrative VR Experiences

Sound designer Larry Chang discusses the sonic elements and techniques that make narrative-driven virtual reality experiences absorbing and memorable. ]]> Thu, 15 Nov 2018 10:30:00 EST
A Different Approach To Difficulty

Critiquing several common approaches to difficulty design, Alex Vu suggests an alternate strategy to keep players hooked while minimizing frustration. ]]> Tue, 13 Nov 2018 10:30:00 EST
9 Things I Learned About Game Jams As An Outsider

Nida Ahmad offers a non-developer's perspective on game jams, emphasizing structural factors that newcomer designers might otherwise overlook. ]]> Thu, 08 Nov 2018 10:30:00 EST
Game Design Challenge: Just In Time

Can you design a game that features time travel as a central gameplay mechanic Put your skills to the test in our latest Game Design Challenge! ]]> Tue, 06 Nov 2018 10:30:00 EST
Brewing Meaningful UX In Coffee Talk

Student developer Adlan Arvyanda Ramly discusses the interface design techniques he refined during his internship as a UX and UI consultant at Toge Productions. ]]> Thu, 01 Nov 2018 10:30:00 EDT
The Writing Game: Play, Don't Show

Adapting the "show, don't tell" rule to gaming narratives, Gregory Pellechi details the benefits of progressing your storyline during gameplay, rather than cutscenes. ]]> Tue, 30 Oct 2018 10:30:00 EDT
Postmortem: Project Lake Ridden

Midnight Hub's Sara Casen recalls the challenges two coders, two artists, and one producer faced when developing and marketing their debut project Lake Ridden. ]]> Thu, 25 Oct 2018 10:30:00 EDT
Results From Game Design Challenge: Halloween Haunts

What kind of gameplay concepts can be explored within a haunted house setting Game Career Guide's readers present these winning entries for October's Game Design Challenge. ]]> Tue, 23 Oct 2018 10:30:00 EDT
Designing A Game Without Words: Challenges And Opportunities

Game designer Daniel Gizicki explains how his team worked within creative constraints when crafting a wordless narrative for My Brother Rabbit. ]]> Thu, 18 Oct 2018 10:30:00 EDT