- Features - Features Sat, 16 Oct 2021 01:11:03 EDT en-us (Simon Carless) A Slow Gaming Manifesto

Artur Ganszyniec argues in favor of "slow gaming" as a design philosophy and an artistic path for game developers to follow over the course of their careers. ]]> Thu, 14 Oct 2021 10:30:00 EDT
Progression Mechanisms: Blessing Or Curse?

Pascal Luban offers an overview of RPG-inspired progression mechanics, explaining how modern game design both benefits and suffers from their popularity. ]]> Thu, 07 Oct 2021 10:30:00 EDT
Why Players Love Games That Make Them Frustrated

Yongcheng Liu critically examines several notoriously difficult games in order to figure out why players keep returning to challenge their skills. ]]> Tue, 05 Oct 2021 10:30:00 EDT
Reflections On Tutorial Design In Puzzledorf

Stuart Burfield discusses his approach to textless tutorials, explaining how he uses experiences to help players learn through play in Puzzledorf. ]]> Thu, 30 Sep 2021 10:30:00 EDT
What I Learned From A 14-Year Passion Project

Matt Canei recalls the highlights, missteps, and game design lessons he learned over his 14-year run as an independent developer. ]]> Tue, 28 Sep 2021 10:30:00 EDT
Resequencing And Dynamic Transitions For Game Music Composers

Winifred Phillips explores complex deployments of the horizontal resequencing model in Sackboy: A Big Adventure's music design. ]]> Thu, 23 Sep 2021 10:30:00 EDT
Fixing Endgame Design In Grand Strategy Games

Anton Petrushenkov discusses the endgame flaws apparent in grand strategy games like Civilization V, suggesting solutions for designers to consider. ]]> Tue, 21 Sep 2021 10:30:00 EDT
Unreal Vs. Unity 3D: Choosing The Best Engine For Your Game

Starloop Studios weighs the advantages and disadvantages of using either Unity or Unreal as frameworks for independently produced projects. ]]> Thu, 16 Sep 2021 10:30:00 EDT
Getting My Indie Game Released On PS5 And Switch

Stavros Pilatis chronicles the development, launch, and eventual console release of his multiplatform GameMaker project GLO. ]]> Tue, 14 Sep 2021 10:30:00 EDT
Why Accessible Design Can't Save Inaccessible Gameplay

Josh Bycer discusses the design trap of only thinking about accessibility and not UI/UX, and explains how games can suffer as a result. ]]> Thu, 09 Sep 2021 10:30:00 EDT
Moments From Florence

Nikhil Murthy critically examines Florence's narrative structure, delving into what the game has to say about its medium, autonomy and genre. ]]> Thu, 02 Sep 2021 10:30:00 EDT
How To Write a Quest-Based RPG

Giannis Georgiou presents a detailed guide to designing a simple quest system for RPGs, using a recently released project as an example. ]]> Tue, 31 Aug 2021 10:30:00 EDT
Five Design Trends In Asymmetrical Games

Margaret Wong discusses various approaches to asymmetrical multiplayer design, including trends featured in games like Among Us and Dead by Daylight. ]]> Thu, 26 Aug 2021 10:30:00 EDT
A Step-By-Step Guide To Game Localization

Alexander Murauski explains how developers can make their games accessible to more audiences through the process of localization. ]]> Tue, 24 Aug 2021 10:30:00 EDT
Postmortem: Trash Invasion

Indie developer Vesko Tenekedzhiev discusses the development, marketing, and reception of his self-published mobile game Trash Invasion. ]]> Thu, 19 Aug 2021 10:30:00 EDT