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The AI Of DOOM (1993)

Tommy Thompson examines the genre-defining enemy AI of Id Software's DOOM, explaining how in-game opponents react to the player's presence in a variety of situations.

Creating A Popular World In VRChat

Jerry Lee shares a series of tips that environmental designers can use to create compelling worlds in VRChat.

Storytelling In Games: Theme And Mood

Robert Renke discusses the ways in which designers can weave overarching themes into their game's narrative framework.

10 Design Lessons From 10 Years In Games

Peter Harries presents ten lessons he learned over the course of ten years of game development, focusing on solutions to problems student designers often encounter.

Storytelling In Games: Time And Space

Robert Renke explores the concept of spatial change over time in video game narratives, highlighting the challenges designers often face in building their stories.

Designing For Difficulty: Readability In ARPGs

Alex Kubodera examines the techniques that designers use to increase difficulty without sacrificing enemy readability in games like Elden Ring, Sekiro, and Death's Gambit.

Quick Dev Insights: Building A Community

James Rowbotham interviews Geometa founder Dan Walters for insight into how player communities played a role in the success of Stormworks and Carrier Command 2.

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  • The AI Of DOOM (1993) [06.21.22]
  • img Tommy Thompson examines the genre-defining enemy AI of Id Software's DOOM, explaining how in-game opponents react to the player's presence in a variety of situations.
  • Quick Dev Insights: Building A Community [06.14.22]
  • img James Rowbotham interviews Geometa founder Dan Walters for insight into how player communities played a role in the success of Stormworks and Carrier Command 2.