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published 27 days ago, submitted by ElementCy ElementCy 27 days, 6 hours ago

gamasutra.com — Veteran designer Pascal Luban (Splinter Cell: Chaos Theory) continues his series on the "megatrends" of the gaming industry, taking on accessibility and games as a teaching tool in this installment. read more...

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published 29 days, 3 hours ago, submitted by ElementCy ElementCy 29 days, 3 hours ago

gamasutra.com — As Valve re-releases an update of Portal for Xbox Live Arcade, Gamasutra is proud to present a Game Developer magazine-reprinted article by the creators of the 2007 Game Developers Choice awards' Game Of The Year, discussing the creation of the GlaDOS-domineered cerebral action-puzzler. This article originally appeared in the January 2008 issue of Game Developer magazine. read more...

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published 29 days, 4 hours ago, submitted by ElementCy ElementCy 29 days, 5 hours ago

gamasutra.com — In this powerful analysis, game designer Daniel Cook considers the role of themes, from pirates to princesses, in game development, asking why games seem so limited in that area compared to film and literature -- and laying out some possible answers. read more...

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published 1 month, 10 days ago, submitted by ElementCy ElementCy 1 month, 11 days ago

eldergame.com — If you’re making an MMORPG (or any kind of RPG, for that matter), one of the very first questions you have to answer is, “How do levels work in my game?” read more...

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published 1 month, 17 days ago, submitted by ElementCy ElementCy 1 month, 17 days ago

slideshare.net — Did you ever wonder how much work goes into created a blockbuster first person shooter? This slide deck answers that question and then much more in this slide deck on 3D game design. read more...

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published 1 month, 24 days ago, submitted by ElementCy ElementCy 1 month, 24 days ago

gamasutra.com — Ernest Adams got a flood of new suggestions from frustrated players and developers since he released his article last year, so here are nine new Twinkie Denial Conditions for the ninth installment of Bad Game Designer, No Twinkie! read more...

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published 1 month, 25 days ago, submitted by ElementCy ElementCy 1 month, 26 days ago

gamasutra.com — In this in-depth technical article, originally published in Game Developer magazine, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games. read more...

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published 2 months, 2 days ago, submitted by rickyah 2 months, 2 days ago

gamasutra.com — Postmorten for Wii game Brothers in Arms: Double Time read more...

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published 2 months, 16 days ago, submitted by ElementCy ElementCy 2 months, 16 days ago

gamasutra.com — In this in-depth article, designer Boutros takes a close look at difficulty in games, asking how creators can add unique, high-end challenges which excite, but don't frustrate skilled players. read more...

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published 2 months, 21 days ago, submitted by shrt 2 months, 21 days ago

shrt.info — In the second of an on-going series of posts regarding component-based frameworks, I talk a bit about how and why you should think about the way you store your component references. read more...

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published 2 months, 21 days ago, submitted by Novack Novack 2 months, 21 days ago

edge-online.com — Winston Churchill once said: "I am always ready to learn although I do not always like being taught." We have known for some time that games are the answer to this problem. The problem is that most of the games we create to solve this dilemma attempt to teach rather than allow the player to learn. This article will discuss 'tangential learning', the concept of exposing players to knowledge rather than actively trying to teach them. read more...

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published 2 months, 22 days ago, submitted by ElementCy ElementCy 2 months, 22 days ago

sbala.com — Gaming is heading down a slippery downhill slalom of graphical performance and gimmicks. Every console is guilty of it, and if gaming must be truly renewed as a form of expression, then changes must be made. SBala has created a top 10 list on things to improve in games other than the graphics. read more...

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published 2 months, 22 days ago, submitted by shrt 2 months, 22 days ago

shrt.info — In the first of an on-going series of posts regarding component-based frameworks, I talk a bit about why, and how the common "game-object as component container" approach to component-based designs could be improved. read more...

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published 2 months, 21 days ago, submitted by ElementCy ElementCy 2 months, 22 days ago

gamasutra.com — Noah Falstein talks to many developers about their childhood beginnings in design and play to discover commonalities in their career development. read more...

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published 2 months, 26 days ago, submitted by ElementCy ElementCy 2 months, 26 days ago

agilegamedevelopment.com — Many game development projects don’t put much thought into the various kinds of players who buy the game. They usually add three levels of difficulty towards the end of development as a means of adding replay-ability and accommodating a range of player skills. The levels are differentiated by a simple scaling of challenges in the game such as the number of opponents, the damage from their hits or the damage your hits cause. This reflects the amount of effort we think it’s worth. read more...

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published 3 months, 1 day ago, submitted by ElementCy ElementCy 3 months, 1 day ago

gamasutra.com — In an in-depth design article, Street Fighter II HD Remix designer Sirlin discusses who's done things right -- and wrong -- when creating save systems for video games. read more...

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