- Features - Features Thu, 24 Sep 2020 04:28:04 EDT en-us (Simon Carless) Three Ways To Make Time For Your Game Project

Rahul Sehgal offers up three techniques game designers can use to set aside free time in their schedules in order to invest additional hours into their projects. ]]> Thu, 24 Sep 2020 10:30:00 EDT
Designing Non-Violent Games

Brian Fairbanks discusses the principles of designing non-violent games, allowing developers to broaden their project's appeal while exploring alternate gameplay mechanics. ]]> Tue, 22 Sep 2020 10:30:00 EDT
How To Create Great Indie Games: Make Lots Of Them!

Michael Nannings details the benefits of focusing on several small projects in order to learn valuable game design principles first-hand. ]]> Thu, 17 Sep 2020 10:30:00 EDT
Level Design Analysis: Oxenfurt In The Witcher 3

Drawing from his thesis on The Witcher 3, IULM University graduate Eduardo Tassi examines the Oxenfurt area's level design using metrics and topographical maps. ]]> Tue, 15 Sep 2020 10:30:00 EDT
Designing For Accessibility In Fake Illusions

Tom Hermans explains how he made a game about optical illusions more accessible to players by focusing on simplicity, progression, and difficulty. ]]> Thu, 10 Sep 2020 10:30:00 EDT
5 Software Tools Non-Artists Use To Create Game Art

Michael Nannings suggests a collection of tools that programmers and designers can use to produce abstracted and eye-catching game art. ]]> Thu, 03 Sep 2020 10:30:00 EDT
Scope: Choose A Target! Focus! Shoot!

Levon Demurchyan discusses scope and the difficulties involved in maintaining a tight focus for creative works. ]]> Tue, 01 Sep 2020 10:30:00 EDT
Neurocracy: Using Wikipedia As A Narrative Device

Joannes Truyens explores an alternate approach to interactive narrative, breaking down how Neurocracy's sci-fi story uses wiki articles to guide the player's experience. ]]> Thu, 27 Aug 2020 10:30:00 EDT
Art Tricks For Indies: Abstraction

Nicholas Lives explains how artists can move away from directly visualizing actions in a game world, and opt instead to represent those actions through non-literal means. ]]> Tue, 25 Aug 2020 10:30:00 EDT
Game Jam Beginner Tips For Success

Michael Nannings presents general tips and advice for amateur designers who want to participate in a collaborative game jam project. ]]> Thu, 20 Aug 2020 10:30:00 EDT
Five Secrets Of Game Art Direction

Rahul Sehgal highlights five lessons he learned from managing art teams over the last decade, revealing how directors can get the best results from artists. ]]> Tue, 18 Aug 2020 10:30:00 EDT
Finding The Fun In Serious Games

Game design major Daniel Wilhite explains how serious games can be made fun, and highlights elements that make for especially effective teaching tools. ]]> Thu, 13 Aug 2020 10:30:00 EDT
5 Game Engines To Try In 2020

Michael Nannings outlines five game engines that indie creators can use to kickstart their creativity and establish a foothold in game development. ]]> Tue, 11 Aug 2020 10:30:00 EDT
13 Free Tools To Manage Remote Development Teams

Christian Kasilag lists the free tools he uses to communicate with his remote team during the development of Scatterbrain Studio's games. ]]> Thu, 06 Aug 2020 10:30:00 EDT
A Step-By-Step Guide To Marketing Your Game

Want to ensure that your game finds an audience Karl Kontus walks developers through 11 steps for establishing a community and building pre-release hype. ]]> Tue, 04 Aug 2020 10:30:00 EDT