Nintendo's Corey Olcsvary plays a selection of user-generated Super Mario Maker 2 levels and offers his thoughts on their designs Video 21:11 6 votes
Microtransactions - What does good game monetization look like? Video 9:07, published May 17 2012 5 votes
Development on the Zelda-inspired TetraForce is moving along at a fast pace! 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 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
Bounce Back Postmortem: A Zelda Style Boomerang Game for #JS13k 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 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
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 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 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