Permadeath as a game mechanic in a survival horror: the Song of Horror case Article 1677 words 6 votes
What’s inside Skinner’s Box? How using an exploit in the learning systems of our brain creates pleasure Article 1906 words 6 votes
Designing River City Girls' approachable, challenging brawling 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 Article 3626 words 7 votes
Squash and Stretch - The twelve principles of animation and how they apply to games Video 8:19 5 votes
To make Later Alligator, Smallbu had to wrestle with game design Article 1687 words, published Sep 23 2019 3 votes
Game difficulty is about trust and communication, not "hard" vs. "easy" Article 1895 words, published Sep 26 2019 12 votes
Sid Meier discusses Civilization's original design as a real-time strategy game and the transition to turn-based | War Stories Video 12:15 13 votes
Making Them's Fightin' Herds: The story of Mane6 and what goes into making an indie fighting game 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 Article 1434 words, published Sep 16 2019 7 votes
Inside the narrative design of Control, Remedy Entertainment's least linear game Article 1649 words 6 votes
Intimate documentary on Mekorama creator highlights the joys and frustrations of mobile game development 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 Article 3208 words, published Aug 23 2019 3 votes
How Link's climbing animation works in Breath of the Wild 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 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 Article 3785 words, published Aug 7 2019 8 votes
Andrew Crawshaw, former lead designer at The Chinese Room, on growing the industry with "evening-size games" and redefining success Article 1371 words 6 votes
Ooblets dev received thousands of "hateful, threatening messages" over Epic exclusivity 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 Video 23:50, published Jul 11 2019 17 votes
Fall Guys: The battle royale where you don't kill anyone, inspired by game shows like Takeshi's Castle Article 1854 words 13 votes
Deep learning for pattern recognition in movements of game entities Article 2303 words, published Jun 27 2019 4 votes