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Design

What I learned from a 14-year passion project
It was October 9th, 2007 - I was in my first Intro to Game Design class in college when I got a call from my aunt that m...
September 16, 2021
It was October 9th, 2007 - I was in my first Intro to Game Design class in college when I got a call from my aunt that m...
by Matt Canei, Blogger
September 16, 2021
10 min read
Article
Arkane explains the method behind the maniacal madness of Deathloop's iconic kick
"[After realizing parrying was a non-starter] we said hey, fuck defense, let's replace it with a boot kick in the gut."
September 16, 2021
"[After realizing parrying was a non-starter] we said hey, fuck defense, let's replace it with a boot kick in the gut."
by Chris Kerr, News Editor
September 16, 2021
2 min read
Article
Exploring the sonic foundations of audio-only adventure The Vale: Shadow of the Crown
"I had to start making sounds behave unnaturally for very specific design reasons, but everything started like I was sho...
September 16, 2021
"I had to start making sounds behave unnaturally for very specific design reasons, but everything started like I was sho...
by Chris Kerr, News Editor
September 16, 2021
7 min read
Article
Deep Dive: How survival battles balance the demonic chaos of Total War: Warhammer III
"We wanted to hit the desired sense of scale, but we knew the sheer number of enemy units we wanted to throw at the play...
September 15, 2021
"We wanted to hit the desired sense of scale, but we knew the sheer number of enemy units we wanted to throw at the play...
by James Martin, Creative Assembly
September 15, 2021
8 min read
Article
User research: How do players in competitive games socialize?
Generally, in MMO, SLG and other types of games, the social relationship between players is extensive and deep, and we c...
September 14, 2021
Generally, in MMO, SLG and other types of games, the social relationship between players is extensive and deep, and we c...
by Yongcheng Liu, Blogger
September 14, 2021
12 min read
Article
The dark side of monetization and Wargaming
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies...
September 10, 2021
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies...
by Josh Bycer, Blogger
September 10, 2021
1 min read
Article
An "i" for detail: Designing for approachably complex, letter-bending puzzles in factori
In factori, players send the simple letter I through an ever-evolving assembly line to craft new letters and words. Here...
September 10, 2021
In factori, players send the simple letter I through an ever-evolving assembly line to craft new letters and words. Here...
by Joel Couture, Contributor
September 10, 2021
8 min read
Article
How Library of Ruina delivers a different kind of deck builder
My thoughts on Library of Ruina, one of the most unique games released this year that most people have never heard of.
September 10, 2021
My thoughts on Library of Ruina, one of the most unique games released this year that most people have never heard of.
by Josh Bycer, Blogger
September 10, 2021
11 min read
Article
Using '"accumulated player knowledge" to drive design decisions in Twelve Minutes
Twelve Minutes director Luis Antonio discusses the design decisions behind his game's repeating time loops and controver...
September 09, 2021
Twelve Minutes director Luis Antonio discusses the design decisions behind his game's repeating time loops and controver...
by Bryant Francis, Senior Editor
September 09, 2021
6 min read
Article
Rolling into a fresh twist on the citybuilder genre with Dice Legacy
Dice Legacy lead designer Gian Paolo Vernocchi discusses the thinking that went into making a citybuilding simulation ga...
September 09, 2021
Dice Legacy lead designer Gian Paolo Vernocchi discusses the thinking that went into making a citybuilding simulation ga...
by Bryant Francis, Senior Editor
September 09, 2021
8 min read
Article
Deep Dive: Developing Yarn Spinner, a writer-focused tool for creating interactive dialogue
Complex storytelling should not be the exclusive domain of those with technical skills, or those with the resources to h...
September 08, 2021
Complex storytelling should not be the exclusive domain of those with technical skills, or those with the resources to h...
by Jon Manning
September 08, 2021
9 min read
Article
Making The Wild at Heart
The Wild at Heart developer Chris Sumsky breaks down the process of developing this unique-looking adventure game.
September 08, 2021
The Wild at Heart developer Chris Sumsky breaks down the process of developing this unique-looking adventure game.
by Chris Sumsky, Blogger
September 08, 2021
12 min read
Article
IGF 2022 is calling for new judges
Prospective judges have until September 29, 2021 to apply for admission into the 24th annual Independent Games Festival ...
September 08, 2021
Prospective judges have until September 29, 2021 to apply for admission into the 24th annual Independent Games Festival ...
by Game Developer, Staff
September 08, 2021
2 min read
Article
Exploring Sci-Fi Games: A Q&A with Strangeland's Mark Yohalem
We go in-depth with Mark Yohalem, writer on games including Primordia and Strangeland, about his fundamental views on sc...
September 08, 2021
We go in-depth with Mark Yohalem, writer on games including Primordia and Strangeland, about his fundamental views on sc...
by Cameron Kunzelman
September 08, 2021
18 min read
Article
Game Dev Digest Issue #108 - Work Smarter, Not Harder
Game Dev Digest Issue #108 - Work Smarter, Not Harder. The latest from the free weekly Unity3d/gamedev newsletter.
September 08, 2021
Game Dev Digest Issue #108 - Work Smarter, Not Harder. The latest from the free weekly Unity3d/gamedev newsletter.
by Mike Marrone, Blogger
September 08, 2021
11 min read
Article