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5 votes
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Balancing act: How developers approach making games feel "fair"
6 votes -
Designing Manifold Garden's believably unbelievable world and puzzles
9 votes -
The polygons of Another World: Super Nintendo
7 votes -
Daniel Floyd's favorite game animation of 2019
4 votes -
The invisible art of game titles
6 votes -
Indie game VVVVVV's source code is now public
22 votes -
A condemnation of time - Discussion of how to tell a linear story in a medium that is inherently nonlinear
4 votes -
A tour of the exhibits at "Is This a Game?", an event in Japan for experimental game-like experiences
8 votes -
Inspired by Wikipedia and its predecessors, a new genre is emerging at the crossroads of interactive fiction and alternate reality games
8 votes -
Building a map with secret paths for Shovel Knight: King of Cards
3 votes -
Artificial Loneliness - Appreciating the rare moments of emptiness inside the busy worlds of modern gaming
6 votes -
Tim Cain and Leonard Boyarsky's design lessons from The Outer Worlds
5 votes -
Crafting mystery through gameplay in Nauticrawl
3 votes -
Development on the Zelda-inspired TetraForce is moving along at a fast pace!
@tetraforcegame: More online multiplayer #zelda-like action! Now with fancy lighting effects #gamedev #GodotEngine #indiedev https://t.co/pQf3mIgfyy
7 votes -
The effects animation of Hollow Knight
13 votes -
Braid and the beauty of not wasting time
5 votes -
Robin Sloan: Three things I learned about games while contributing writing to Neo Cab
4 votes -
Designing investigative conversations in Heaven's Vault
3 votes -
The stairstep approach to indie game marketing
4 votes -
Designing River City Girls' approachable, challenging brawling
4 votes -
Area-focused narrative design
4 votes -
Artifact - Ten key mistakes that led to the game's failure
7 votes -
Telling Lies - Making a game mechanic out of scrubbing video
5 votes -
Designing the personality-based narrative system of Jenny LeClue
6 votes -
Squash and Stretch - The twelve principles of animation and how they apply to games
5 votes -
This is what a "second-person" video game would look like
16 votes -
To make Later Alligator, Smallbu had to wrestle with game design
3 votes -
Bounce Back Postmortem: A Zelda Style Boomerang Game for #JS13k
7 votes -
Sid Meier discusses Civilization's original design as a real-time strategy game and the transition to turn-based | War Stories
13 votes -
The animation of Hollow Knight
11 votes -
Exploring the tech and design of 'Noita'
6 votes -
Why I Write Games in C (yes, C)
20 votes -
How to grow as a game designer - What to read, where to get ideas, and knowing thyself
7 votes -
Free-to-Play games: Three key trade-offs
7 votes -
Methods of creating invisible tutorials
7 votes -
Designing the satisfying space combat of Rebel Galaxy Outlaw
5 votes -
Intimate documentary on Mekorama creator highlights the joys and frustrations of mobile game development
5 votes -
The curious case of a weapon in Wolfenstein: Enemy Territory that sounded so good players thought it was overpowered
11 votes -
How scrolling textures gave Super Mario Galaxy 2 its charm
12 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
3 votes -
How Link's climbing animation works in Breath of the Wild
14 votes -
Cane and Rinse interview with Fumito Ueda (Ico, Shadow of the Colossus, The Last Guardian)
4 votes -
Why diversity matters in game design
11 votes -
The creepy corridors of video games
12 votes -
The JRPG Startup Cost, Part II - An analysis of how long it takes to reach various gameplay milestones in classic JRPGs
9 votes -
Subnautica: a world without guns | War Stories
8 votes -
David Sirlin's new fighting game Fantasy Strike released today - this is his summary of its notable features and innovations
9 votes -
The Glorious, Profitable, Inescapable Art of Addiction
9 votes -
6 ways AI is making an impact on video games
8 votes -
Pac-Man ghost AI explained
13 votes -
Exploring the design of cat-in-a-mech metroidvania Gato Roboto
5 votes -
From The Witcher 3 to Cyberpunk: The evolution of CD Projekt Red's quest design
6 votes -
What are some ideas and experiences that are underexplored in gaming?
I was thinking about this question recently because I finished watching Game of Thrones and it made me want to play a game where I get to be a badass dragon. Unfortunately, it turns out there are...
I was thinking about this question recently because I finished watching Game of Thrones and it made me want to play a game where I get to be a badass dragon. Unfortunately, it turns out there are surprisingly few games that tackle that experience.
I also recently played a game called 1979 Revolution: Black Friday, which attempts to inform the player about a real event in history through Telltale-style adventure gameplay. Though it's fictionalized, I realized while playing that it's as close to a documentary as I've come in gaming, which I would argue is another unexplored area.
That said, I'm curious to see what people here think.
- What are some ideas/experiences that games haven't tackled, or have hardly scratched the surface of?
- Why do you think this area has gone untouched for so long? Oversight? Tough to design around? Unfeasible? Unfun?
- Are there any games that do fit your bill? Are they any good?
- If you had to design a game to fill the niche you identified, what might it be like?
26 votes -
How artificial intelligence will revolutionize the way video games are developed and played
8 votes -
Subnautica's design director explains how they crafted an exciting and dangerous experience without allowing the player to fight back
13 votes -
Do you people think that BOCProject will be able to deliver on their promises?
3 votes -
In praise of ultra-short games
9 votes -
The pressure to constantly update games is pushing the industry to a breaking point
18 votes -
What are some good introductory books on video game theory and design?
I'm looking into making a 2D video game just for fun, and I'd like to know some books on the subject. Not necessarily technical, since I got that covered with Godot Engine materials, but...
I'm looking into making a 2D video game just for fun, and I'd like to know some books on the subject. Not necessarily technical, since I got that covered with Godot Engine materials, but brainstorming, planning, narrative, theory, etc... You know, some big-picture stuff!
For convenience and personal preference, I much prefer books instead of videos and articles.
12 votes -
Making fluid and powerful animations for Skullgirls
5 votes -
Ace Attorney: Wordplay localizations and their consequences
7 votes -
"There’s space in the medium for ultra-hard games." - Capybara's "Below" and the difficulty in crafting difficulty
7 votes -
Tetris 99 isn’t just a great twist on a classic—it’s a gameplay revolution
28 votes -
Categories of action in strategy gaming
3 votes -
The impossible architecture of video games
7 votes -
The JRPG Startup Cost - An analysis of how long it takes to reach various gameplay milestones in classic JRPGs
10 votes -
How "At the Gates" took seven years of my life – and nearly the rest
10 votes -
SoberDwarf Design Documentaries: "Randomizer" romhacks/mods
3 votes -
How a book binds the Return of the Obra Dinn
7 votes -
Getting into the games industry
6 votes -
Why did Silent Hill 2 work so well?
7 votes -
How game design transformed Hillary for America's supporter engagement
2 votes -
Hollow Knight: Harsh restrictions and subtle lessons make this platformer an excellent teacher
14 votes -
Flaws of an undead genre - What's wrong with point and click adventures?
9 votes -
How music was made on Super Nintendo
6 votes -
Is anyone participating in Ludum Dare 42?
The theme for Ludum Dare 42 was just announced, is anyone on Tildes participating?
10 votes -
How Journey only truly made sense when almost everything had been cut
11 votes -
Any hobbyist gamedevs interested in working on a project together?
I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently...
I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently building at the moment.
- I'm based in SF; I'm willing to work remotely with someone, but would definitely prefer someone in the area.
- I'm a software developer with 6ish years of experience programming, a CS degree and just starting an out-of-college job.
- I've built some small games in the past, mostly in Unity.
- I've got a reasonable amount of UI/UX experience but I'm by no means a professional and none of it is all that game-related.
- I can do some pixel art though I'm by no means an expert.
If you make games for fun and are looking for a partner, feel free to send me a PM or just reply to this.
Similarly, I'd like to also suggest a Tildes ~LFG (looking for group) or other meeting-ish area.
12 votes -
Common problems when translating games into Japanese
9 votes -
The animation of Punch Out!!
6 votes