- Features - Features Sat, 23 Jun 2018 04:07:15 EDT en-us (Simon Carless) Breaking The Gameplay Loop

Gregory Pellechi explains how, when, and why game designers should break established gameplay loops in order to craft a compelling overall experience. ]]> Thu, 21 Jun 2018 10:30:00 EDT
Perks Of Soft-Launching Your Game Before Release

Stormland's Yannick Elahee offers his perspective on how soft-launching to a limited audience can lead to a more successful product. ]]> Tue, 19 Jun 2018 10:30:00 EDT
Applying Polish: Tips & Tricks

Want to polish up your project Developer Tristan Tran suggests a variety of quick additions and design tweaks that can help create a better game. ]]> Thu, 14 Jun 2018 10:30:00 EDT
Structures Of Narrative: An Introduction

Gregory Pellechi discusses several forms of narrative structure common to interactive media, explaining how each impacts the player's experience. ]]> Tue, 12 Jun 2018 10:30:00 EDT
Tips For Encouraging And Embracing Game Design Feedback

Team17's Karl Morley presents a quick guide to soliciting, processing, and implementing game design feedback from your fellow team members and testers.]]> Thu, 07 Jun 2018 10:30:00 EDT
Game Design Challenge: Pool Party!

Can you design a summer-themed game that takes place at a swimming pool Test your skills with June's Game Design Challenge! ]]> Tue, 05 Jun 2018 10:30:00 EDT
Analyzing Early Access Finances Of Our First Indie Game

Judgment: Apocalypse Survival Simulation creator Tomer Barkan examines the total cost of his first project, shedding light on the financial realities of indie development. ]]> Thu, 31 May 2018 10:30:00 EDT
The Importance Of Try/Fail Cycles

Designer Gregory Pellechi discusses failure states and methods for keeping players engaged as they encounter in-game challenges. ]]> Tue, 29 May 2018 10:30:00 EDT
Ascension: From Game Jam To Xbox One In 12 Months

Kenny Creanor reflects on the 365 days he spent developing oOo: Ascension, explaining how a simple game jam project transformed into a fully fledged Xbox One release. ]]> Thu, 24 May 2018 10:30:00 EDT
Results From Game Design Challenge: Combat-Free Zone

Game Career Guide's readers envision the combat-free future of massively multiplayer online games in these winning entries for May's Game Design Challenge. ]]> Tue, 22 May 2018 10:30:00 EDT
Breaking Down The Costs Of A Convention Showcase

Is your game ready for a public appearance 1manstudio's An Lieu details the hidden costs of renting and operating a booth at a fan convention. ]]> Thu, 17 May 2018 10:30:00 EDT
Level-Up As A Game Designer: Improve Your Technical Skills

Team17's Karl Morley explains how game designers can boost their confidence and stand out from the crowd by learning basic technical skills. ]]> Tue, 15 May 2018 10:30:00 EDT
A Comprehensive Guide To Successful University Group Projects

Want to make the most of your group projects Staffordshire University student Luke Haslett offers helpful hints for maximizing productivity while working as a team. ]]> Thu, 10 May 2018 10:30:00 EDT
Learn By Doing: The Auxilium Postmortem

Justin Gibbs recaps the development of Auxilium, an Unreal Engine project created by a group of students over the course of a semester at SMU Guildhall. ]]> Tue, 08 May 2018 10:30:00 EDT
Doing The Impossible: The Guts And Glory Success Story

Indie developer Jedediah Steen details the creation of his first solo project, offering practical advice for other first-timers charting the same path. ]]> Thu, 03 May 2018 10:30:00 EDT