- Features - Features Mon, 26 Jul 2021 06:16:09 EDT en-us (Simon Carless) How To Pitch A Video Game

Anshar Studios co-founder Lukasz Hacura presents a summary of his experience pitching video game concepts over the course of his career. ]]> Thu, 22 Jul 2021 10:30:00 EDT
Designing Serial Strategy Games

Kory Heath critically examines the gameplay structures and mechanics of serial strategy roguelikes, including FTL, Spelunky, and Slay the Spire. ]]> Tue, 20 Jul 2021 10:30:00 EDT
Lessons Learned From Steam NextFest

Laura Tallardy details the lessons her two-person team learned when developing and promoting a game for Steam's NextFest event. ]]> Thu, 15 Jul 2021 10:30:00 EDT
How To Start Writing Interactive Fiction

Giannis Georgiou breaks down the essential elements of interactive fiction, delivering a step-by-step guide to writing your first text-based adventure game. ]]> Tue, 13 Jul 2021 10:30:00 EDT
The Logo Design Process: Basic Steps

Graphic designer Massih Naisan details the steps involved in designing a logo that conveys the mood of your game while making it stand out in a crowd. ]]> Thu, 08 Jul 2021 10:30:00 EDT
Difficulty And Disempowerment In A Casualized Market

Yeray Pachon discusses the ways in which game designers can disempower players to deliver more engaging and emotionally resonant experiences. ]]> Tue, 06 Jul 2021 10:30:00 EDT
Reimagining Battle Network: A Classic Game Boy RPG

Using the Mega Man Battle Network-styled Gang of Paws as an example, Andreas Kuni explains how designers can seek out inspiration from retro games. ]]> Thu, 01 Jul 2021 10:30:00 EDT
7 Questions To Answer Before Creating A Trailer

Alexander Murauski outlines seven major questions designers should answer when pitching their games via trailers or video teasers. ]]> Tue, 29 Jun 2021 10:30:00 EDT
Orkward Devlog: Getting Ink

Joe Clark explains how the space ork dating game Orkward implemented Ink, Inkle's scripting language and engine for interactive fiction. ]]> Thu, 24 Jun 2021 10:30:00 EDT
Design Bits Analysis: Limbo's Level Design

Peter Doria discusses the successes and failures of Limbo's level design, focusing on moments in which player reflexes are tested during puzzles. ]]> Tue, 22 Jun 2021 10:30:00 EDT
How We Made Our Business Strategy Game More Accessible

Kunal Oogorah explains how the Business Heroes team accommodates visually impaired players through careful study of the game's presentation and menu design. ]]> Thu, 17 Jun 2021 10:30:00 EDT
Designing A System To Replace Virtual Dice Rolling

Joris Dormans describes the creation of an inventive gameplay mechanic in Unexplored 2: The Wayfarer's Legacy that replaces virtual dice rolling. ]]> Tue, 15 Jun 2021 10:30:00 EDT
How I Made My First Unity Game In Six Months

Louise McLennan describes the process of creating her first Unity game Riot Squid over a period of six months as a solo developer. ]]> Thu, 10 Jun 2021 10:30:00 EDT
Optimizing Human: Fall Flat For Mobile Devices

Peter de Jong details the unexpected performance issues he encountered when porting the physics-based platformer Human Fall Flat to mobile devices. ]]> Tue, 08 Jun 2021 10:30:00 EDT
How To Improve The 'About' Section On Your Game's Store Page

Joe Henson presents a series of tips for simplifying and optimizing your game's online store page to make it more appealing to potential customers. ]]> Thu, 03 Jun 2021 10:30:00 EDT