| Blogs about what game design needs more in WEEKLYBITS.COM |
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 | Kotaku | Relevance: 10.19 |
| The Dao of Game Design: Know Thy Player [Game Design] Compared to a lot of esoteric ruminations on game design, Ernest Adams' little essay on 'the dao of game design' is remarkably grounded and to the point. The question of how to make a game that players — not just the designer — would want to play is an obvio [..] |
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 | More about What Game Design Needs More | Ads |
 | Kotaku | Relevance: 9.781 |
| New Weekly Game Design Challenges [Game Design] For those of you who like game design challenges, GameCareerGuide has started a weekly design challenge:
Starting this week, we'll be running a weekly Design Challenge. The Design Challenge is an exercise in becoming a game developer, asking [..] |
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 | Kotaku | Relevance: 8.984 |
| Ever think about actually MAKING the Games you play? [Advertisement] If so, graduate to a future in Game Art & Design with The Art Institute of Pittsburgh ? Online Division. Our unique program is your first step toward becoming an artist and designer in the multi-billion-dollar game design industry. You'll learn how to design game play and background, create charac [..] |
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 | Kotaku | Relevance: 8.915 |
| 'Twinkie Denying' Game Design Decisions [Game Design] Ernest Adams of the No Twinkie Database of bad game design decisions is back with volume 9 of his "bad designer, no Twinkie!" essay series. Based on a variety of suggestions from readers, Adams outlines a number of bad design decisions — not all of which I neces [..] |
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 | Kotaku | Relevance: 8.471 |
 | Kotaku | Relevance: 8.229 |
| Teen Dating Violence Design Challenge Extended [Flash Games] The deadline for the Life Love Game Design Challenge, which we first announced back in February, has been extended by a month.
The new deadline for the Flash game design contest, which challenges designers to create a game about teen dating violenc [..] |
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 | Kotaku | Relevance: 7.983 |
| Mirror's Edge Producer on Decisions and Design [Mirror's Edge] Gamasutra's Chris Remo has a nice interview up with Mirror's Edge producer Nick Cannon on the design ethos and process of putting together the game; a lot of the interview is taken up with design considerations and the nuts and bolts of how the game was built, but there's plen [..] |
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 | Kotaku | Relevance: 7.946 |
| Learning from Go: Single Player Game Design [Game Design] Jason Rohrer's 'Game Design Sketchbook' has an interesting meditation up on the nature of single player game mechanics — a lot of the achingly simple, but endlessly challenging board games that Rohrer points to require a minimum of two players. Rohrer's question is how to make a single play [..] |
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 | Kotaku | Relevance: 7.699 |
| The Childhood Roots of Game Design [Game Design] Noah Falstein has an interesting article over at Gamasutra, looking at how a selection of game designers got to where they are today — unsurprisingly, a great number displayed an interest in designing games from a young age, an obsession with rules and mechani [..] |
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 | Kotaku | Relevance: 7.673 |
 | Kotaku | Relevance: 7.673 |
 | Kotaku | Relevance: 7.673 |
 | Kotaku | Relevance: 7.636 |
| Better Game Design Means Fewer Mechanics? [Game Design] Sometimes, simple is better — or that's the argument of John Rose's Gamasutra article on why fewer game mechanics makes for a better game. Making the argument for a strong game play aesthetic (which generally means not having [..] |
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 | Kotaku | Relevance: 7.560 |
| 'A Game Isn't a Series of Interesting Decisions' [Game Design] Do we have too many strategists (or at least, strategy fans) in the game design kitchen? Chris Bateman seems to think so — and that may account for the idea that 'a game is a series of interesting decisions' (well, that and a misquote from Sid Meier). 'Game' doesn't (and shouldn't) [..] |
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 | Kotaku | Relevance: 7.448 |
| The 'Secret (and Overt) Books' of Game Design [Books] Malcolm Ryan is putting together a most interesting list of game design-related books — except these are the ones that are flying under the radar as it were. Ryan describes these 'secret books' as "books that are not explicitly written about games, but which any game designer who reads th [..] |
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