Game Design |
Topic |
Author |
Description |
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Book Excerpt: Mastering Unreal Technology Volume 1: Introduction to Level Design with Unreal Engine 3 [Added: 9/21/2009]
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Jason Busby, Zak Parrish, and Jeff Wilson
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This excerpt is taken from Chapter 9: Introduction to Kismet |
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Game Design Round Table 0 [Added: 4/22/2009]
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Trent Polack
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No More Health: This forum round table discussed the impact of regenerative health and such questions as: does this mechanic simplify action games in a good way? Is the reduction in manageable health resources a boon or detriment to players? The full discussion is summarized within. |
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Game Design Round Table 1 [Added: 5/25/2009]
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Trent Polack
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The Death of Death: This forum round table discussed the pros and cons of failure cases in games and how it relates to challenge. Overview of the discussion inside, and link to the complete thread |
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Game Design Round Table 2 [Added: 6/9/2009]
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Trent Polack
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Achievement Unlocked: This forum round table discussed the use of achievements in game design. Overview of the discussion inside, and link to the complete thread |
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Game Design Round Table 3 [Added: 9/17/2009]
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Trent Polack
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Observing Open Worlds: This round table discusses both the narrative and gameplay benefits of the open world game structure |
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Learning From The 3000 "Classics" [Added: 4/1/2008]
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Ben Garney and Eric Hartman
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A few key design lessons gleaned from the 3000 games available for play on MAME that are still relevant in today's market |
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Magic Stones Postmortem [Added: 12/5/2007]
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Celso Riva
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A look at some of the good and bad for the game by Winter Wolves's principal developer |
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MAME Mine: Wacky Sports [Added: 7/1/2008]
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Ben Garney and Eric Hartman
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Ben and Eric take another foray through hundreds of MAME games to see what makes the genre of wacky sports tick and come away with some key designs to keep in mind |
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Postmortem: “Orient: A Hero’s Heritage” [Added: 4/8/2008]
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Babak Kaveh
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When a project goes bad, there's a lot that you can learn. When a project goes bad in Iran, there's even more lessons to pick up. Learn from the lead developer about developing games in Iran and how it affected the demise of the promising "Orient: A Hero's Heritage" |
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Rage of the Elements Postmortem [Added: 7/23/2008]
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Lori Cerchio
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The producer of a student team from Bloomfield College in New Jersey goes over what went wrong and what went right on the year-long project for their degree's coursework. |
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Small Scale Development, Grand Scale Ideas [Added: 4/24/2006]
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Vernon Dunmore
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A summary of the lessons learned by a FullSail student, accompanied by his developer diaries. |
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Some Game Playing Styles, and How Games Match One Style or Another [Added: 1/25/2010]
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Lewis Pulsipher
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A big obstacle for beginning game designers is the common assumption that everyone likes the same kinds of games, and plays the same way, that they do. Sometimes the nature of the traditional video game obscures all the different things games can be. The author relies on 50 years of playing games of all kinds to describe several quite different points of view |
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Space War Commander: Re-Thinking Real-Time Strategy [Added: 4/7/2009]
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Alex Kutsenok
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This article on game design discusses the ways in which the real-time-strategy genre can be improved, using a recently published RTS as a case-study in novel development. Specifically, the paper argues against traditional resource gathering in favor of true diversification of that experience. Furthermore, this article discusses the benefits of removing base-building and puts forth some valid replacements for that gameplay component |
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