A condemnation of time - Discussion of how to tell a linear story in a medium that is inherently nonlinear Article 2917 words 4 votes
Sixteen significant gaming industry figures talk about some of the major trends and changes in gaming over the last decade Article 5415 words, published Dec 19 2019 10 votes
Katamari creator Keita Takahashi on why his games are both silly and serious Article 836 words 6 votes
People don’t really need bigger worlds in games, they need better ones, says Dying Light 2 director Link 12 votes
Inspired by Wikipedia and its predecessors, a new genre is emerging at the crossroads of interactive fiction and alternate reality 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 Tweet 18 votes
Artificial loneliness - Appreciating the rare moments of emptiness inside the busy worlds of modern gaming Video 17:06, published Nov 19 2019 6 votes
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
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