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How To Fix Miscommunication Issues Within Your Team

Ryan Sumo outlines some of the miscommunication issues that his team experienced during development, and explains how they were resolved.

A Three-Level Short Story: Level Design In Die Young: Prologue

Die Young lead designer Daniele Mascagna describes the process involved in maintaining a three-act story structure across multiple distinct levels.

Making An Among Us-Styled Game In 10 Days: Lessons Learned

Bari Silvestre details his recent experience making a multiplayer social deduction game in 10 days as part of the Disc Room Game Jam.

The Art Of Compelling Quest Design

Level designer Sukhraj Johal critically examines the premise, flow, goals, and rewards that contribute to a memorable quest in Ghost of Tsushima.

A Marketing Strategy For First-Time Developers

Sam Barham discusses the steps he took when marketing and growing a community for his first game as a hobbyist developer.

Video Game Music: A Developer's Guide To Finding the Perfect Track

Kent Carter presents hints and tips for developers seeking the right tone for their project's in-game background music.

From App Development To Games: The Journey To HordeCore

Alessandro Cossidente interviews the developers behind HordeCore, focusing on the team's transition from web development to video game creation.

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  • The Art Of Compelling Quest Design [01.19.21]
  • img Level designer Sukhraj Johal critically examines the premise, flow, goals, and rewards that contribute to a memorable quest in Ghost of Tsushima.
  • platinum CG Spectrum --Worldwide, Online 
  • CG Spectrum
    Recently ranked the second best online art school in the world by The Rookies, CG Spectrum offers world-class specialized online training for Animation, VFX, and Game Design taught by Award Winning Artists.