A condemnation of time - Discussion of how to tell a linear story in a medium that is inherently nonlinear ~games Article 2917 words 4 votes
Meditation Games: a launcher that has a different small game for each day of the year ~games Link 7 votes
Sixteen significant gaming industry figures talk about some of the major trends and changes in gaming over the last decade ~games Article 5415 words, published Dec 19 2019 10 votes
Katamari creator Keita Takahashi on why his games are both silly and serious ~games Article 836 words 6 votes
People don’t really need bigger worlds in games, they need better ones, says Dying Light 2 director ~games Link 12 votes
Inspired by Wikipedia and its predecessors, a new genre is emerging at the crossroads of interactive fiction and alternate reality games ~games Article 3000 words, published Dec 13 2019 8 votes
QA Lead at Obsidian explains a bug in The Outer Worlds where the game decided your companion was dead, despite the fact that companions usually can't die ~games Tweet 18 votes
Artificial loneliness - Appreciating the rare moments of emptiness inside the busy worlds of modern gaming ~games Video 17:06, published Nov 19 2019 6 votes
Ars talks fighting games with Guilty Gear creator Daisuke Ishiwatari ~games Article 1679 words 3 votes
Nintendo's Corey Olcsvary plays a selection of user-generated Super Mario Maker 2 levels and offers his thoughts on their designs ~games Video 21:11 6 votes
Tim Cain and Leonard Boyarsky's design lessons from The Outer Worlds ~games Article 1692 words 5 votes
Microtransactions - What does good game monetization look like? ~games Video 9:07, published May 17 2012 5 votes
Development on the Zelda-inspired TetraForce is moving along at a fast pace! ~games Tweet @tetraforcegame: More online multiplayer #zelda-like action! Now with fancy lighting effects #gamedev #GodotEngine #indiedev https://t.co/pQf3mIgfyy 7 votes
Permadeath as a game mechanic in a survival horror: the Song of Horror case ~games Article 1677 words 6 votes
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