- Features - Features Tue, 25 Jun 2019 11:46:43 EDT en-us (Simon Carless) Was It Worth Quitting My Job To Make A Game?

Armaan Sandhu breaks down the financial realities of quitting a full time job in order to pursue the solo development of his recently released project Rainswept. ]]> Tue, 25 Jun 2019 10:30:00 EDT
Postmortem: Elimination

New York University PhD candidate Ahmed Khalifa explains how his team gathered player data to evaluate the design decisions made during a recent project. ]]> Thu, 20 Jun 2019 10:30:00 EDT
Co-Opportunity: Lessons Learned Working Full-Time

Game design student Jake Carfagno recalls his recent experience working full-time as part of Drexel University's cooperative education program. ]]> Tue, 18 Jun 2019 10:30:00 EDT
How We Launched Our Game With No Marketing Budget

Pixeljam's Miles Tilmann lays out the logistics of launching a game with little or no marketing budget, including tips for reaching out to your audience. ]]> Thu, 13 Jun 2019 10:30:00 EDT
7 Essential Elements For Building Tension In Horror Games

Daniel Jones highlights the methods that horror games employ to build tension, explaining how you can keep players engaged in the face of fear. ]]> Tue, 11 Jun 2019 10:30:00 EDT
Launching TwinCop: 7 Days Of An Indie Dev's Journal

Kartik Kini chronicles the story behind his first major indie game release, briefing developers on what they can expect in the week before launch. ]]> Thu, 06 Jun 2019 10:30:00 EDT
Mottos And Mission Statements: 4 Steps To Branding Your Studio

Square Enix global brand manager Jamin Smith examines the four critical steps he's taken in building a brand for independent studio Superstring. ]]> Tue, 04 Jun 2019 10:30:00 EDT
Postmortem: Skirmish Line

Tony Hua takes a detailed look at the unexpected challenges he faced during the development of the tactical strategy game Skirmish Line. ]]> Thu, 30 May 2019 10:30:00 EDT
Results From Game Design Challenge: I Need A Hero

Game Career Guide's readers put players in control of their favorite superheroes in these winning entries for May's Game Design Challenge! ]]> Tue, 28 May 2019 10:30:00 EDT
Anti-Heroes In Video Games: Why It's Fun To Be The Bad Guy

Katrina Filippidis discusses the creative narrative possibilities designers can explore by putting players in control of carefully crafted villains. ]]> Thu, 23 May 2019 10:30:00 EDT
Postmortem: Das Geisterschiff

Romanus Surt explains how he incorporated mechanics from adventure games, dungeon crawlers, and survival horror titles during the development of Das Geisterschiff. ]]> Tue, 21 May 2019 10:30:00 EDT
Notes From A Game Writer: Indie To AAA

Denius-Sams Gaming Academy fellowship recipient Danny Homan retraces the path he followed in establishing a career as a professional games writer. ]]> Thu, 16 May 2019 10:30:00 EDT
Publishers: How To Find Them And What To Expect

Ready to release your project to a wider audience Kevin Giguere outlines the factors to consider when partnering with a publisher. ]]> Tue, 14 May 2019 10:30:00 EDT
Level Design Principles: Familiarity

Mateusz Piaskiewicz reflects on the core elements of effective level design, explaining how implementing familiar experiences into gameplay can empower players. ]]> Thu, 09 May 2019 10:30:00 EDT
Game Design Challenge: I Need A Hero

Can you design a game that features a superpowered protagonist Test your skills in May's Game Design Challenge! ]]> Tue, 07 May 2019 10:30:00 EDT