- Features - Features Tue, 21 Aug 2018 07:43:10 EDT en-us (Simon Carless) Knowing The Difference Between Time And Progression

Gregory Pellechi discusses the balance between playtime and in-game progression, detailing why designers should consider each factor's impact on narrative and structure. ]]> Tue, 21 Aug 2018 10:30:00 EDT
6 Tips For Designing A Game Tutorial

Dylan Moran explains how designers can create effective tutorials that teach players crucial techniques while also maintaining their interest. ]]> Thu, 16 Aug 2018 10:30:00 EDT
Level Design: Tricks Of The Trade

Jonathon Wilson highlights the key elements to consider when crafting a level, including tips for color coding, lighting, and signposting for players. ]]> Tue, 14 Aug 2018 10:30:00 EDT
Choosing A Project Management Tool For Game Development

From Trello to Jira, Meredith Hall weighs the pros and cons of multiple project management tools with a focus on their usefulness to game developers. ]]> Thu, 09 Aug 2018 10:30:00 EDT
Making A Hard Game Is Not Easy

Nick Defossez lists a series of best practices for developers of difficult games, explaining how to strike a balance that will encourage players to try again instead of giving up. ]]> Tue, 07 Aug 2018 10:30:00 EDT
Retro Games As A Revivalist Movement

John Nelson Rose argues in favor of a revitalized 'retro' aesthetic as a source of inspiration for modern games, noting parallels across other artforms and media. ]]> Thu, 02 Aug 2018 10:30:00 EDT
How To Take 7 Years To Ship A Beta

Ben Porter relates a cautionary tale of postgraduate life, offering crucial tips on how to keep your projects from spiraling out of control. ]]> Tue, 31 Jul 2018 10:30:00 EDT
Shadowhand Postmortem: Our Top 10 Takeaways

Grey Alien Games' Helen Carmichael looks back on the creation of Shadowhand, highlighting ten key factors that all developers should evaluate before launch. ]]> Thu, 26 Jul 2018 10:30:00 EDT
The Writing Game: Finding The Themes

Gregory Pellechi discusses the importance of themes in storytelling, explaining how designers can implement them through iteration, editing, and self-reflection. ]]> Tue, 24 Jul 2018 10:30:00 EDT
Finishing Your Game: 5 Tips For Indie Developers

Leszek Gorniak walks designers through the steps involved in starting a small independent project, organizing development, and following through to completion. ]]> Thu, 19 Jul 2018 10:30:00 EDT
Making Our First Indie Game After University

Birdmask's Lorcan Mc Garry Hunt reflects on his post-grad experience with a UCA Farnham incubator program for first-time indie developers. ]]> Tue, 17 Jul 2018 10:30:00 EDT
Everything Is Authored

Arguing that narrative plays a role in all media, Gregory Pellechi explains how every element in a game is deliberate and contributes to the story being told. ]]> Thu, 12 Jul 2018 10:30:00 EDT
Orchestrating Gameworlds: A Prefab Primer

Nathan Cheever demonstrates how you can use prefab systems to manage your in-game content, make quick changes, and share progress with your team. ]]> Tue, 10 Jul 2018 10:30:00 EDT
Take It All In: Imbuing Games With A Potent Atmosphere

Michel Sabbagh outlines many helpful tips for giving in-game environments a sense of atmospheric potency and consistency via lighting and strategic detail. ]]> Thu, 05 Jul 2018 10:30:00 EDT
Top 3 Tips For Starting A New Unity Project

Ready to start building a new Unity project Charles Hinshaw explains how you can keep your code clean and structured over the course of development. ]]> Tue, 03 Jul 2018 10:30:00 EDT