What’s inside Skinner’s Box? How using an exploit in the learning systems of our brain creates pleasure ~games Article 1906 words 6 votes
Designing River City Girls' approachable, challenging brawling ~games Article 3088 words, published Oct 11 2019 4 votes
Amnesia: The Dark Descent released nine years ago - lessons about designing horror games from Frictional's creative director ~games Article 3626 words 7 votes
Rimworld, Dwarf Fortress, and procedurally generated story telling ~games Article 2077 words 11 votes
The GGPO rollback networking SDK used in games like Skullgirls and Fantasy Strike is now available under the MIT license ~comp open source Link 7 votes
Squash and Stretch - The twelve principles of animation and how they apply to games ~games Video 8:19 5 votes
To make Later Alligator, Smallbu had to wrestle with game design ~games Article 1687 words, published Sep 23 2019 3 votes
Game difficulty is about trust and communication, not "hard" vs. "easy" ~games Article 1895 words, published Sep 26 2019 12 votes
Bounce Back Postmortem: A Zelda Style Boomerang Game for #JS13k ~games Article 4217 words, published Sep 15 2019 7 votes
Sid Meier discusses Civilization's original design as a real-time strategy game and the transition to turn-based | War Stories ~games Video 12:15 13 votes
Making Them's Fightin' Herds: The story of Mane6 and what goes into making an indie fighting game ~games Video 41:36, published Sep 17 2019 3 votes
How to grow as a game designer - What to read, where to get ideas, and knowing thyself ~games Article 1434 words, published Sep 16 2019 7 votes
Inside the narrative design of Control, Remedy Entertainment's least linear game ~games Article 1649 words 6 votes
Intimate documentary on Mekorama creator highlights the joys and frustrations of mobile game development ~games Article 434 words 5 votes
As game budgets balloon, indie devs learn to work smarter - The creators behind Outer Wilds, Observation, and Void Bastards on getting more for less ~games Article 3208 words, published Aug 23 2019 3 votes
How Link's climbing animation works in Breath of the Wild ~games Video 10:49, published Aug 21 2019 14 votes
World of Warcraft Classic's game director Ion Hazzikostas reflects on the genesis of the idea, its challenging development, and the importance of a unified community ~games Article 2670 words 6 votes
The eighteen-month fence hop, the six-day chair, and the difficulties of getting small details right in video games ~games Article 3785 words, published Aug 7 2019 8 votes
Director's Cut Part 1 - Destiny 2's game director on where the game has been over the last few months and where it's heading next ~games Article 4024 words 3 votes
Andrew Crawshaw, former lead designer at The Chinese Room, on growing the industry with "evening-size games" and redefining success ~games Article 1371 words 6 votes
Ooblets dev received thousands of "hateful, threatening messages" over Epic exclusivity ~games Article 432 words, published Aug 2 2019 28 votes
John Romero discusses the development of Quake, which resulted in half of Id software including Romero leaving the company ~games Video 23:50, published Jul 11 2019 17 votes
No Man's Sky's Sean Murray says devs should be quiet after a rough launch ~games Article 704 words, published Jul 9 2019 11 votes
Kind Words: A game of lo-fi beats, writing nice letters to strangers, and feeling less alone ~games Article 1966 words 20 votes