Posts

Super Mario Bros. 3 Level Design Lessons, Part 3 - by Radek Koncewicz

Adding Weight to Your Game Design Part 12: Appeal - by Michael Jungbluth

Game Design for Physical Pain Reduction: SnowWorld - by Brice Morrison

Adding Weight to Your Game Design Part 9: Timing - by Michael Jungbluth

Tackling HARD Design Problems - by Brice Morrison

Board Game Toolbox Design Specifications - by Miles Aurbeck

Game Design And Control Ergonomics - by David Hughes

Adding Weight to Your Game Design Part 7: Arcs - by Michael Jungbluth

Introduction to the Game Design Canvas - by Brice Morrison

Adding Weight to Your Game Design Part 8: Secondary Action - by Michael Jungbluth

The Zeboyd Games Approach to JRPG Design - by Robert Boyd

Adding Weight to Your Game Design Part 6: Slow In, Slow Out - by Michael Jungbluth

Vagrant Story and its lessons for uninspired JRPG game design - by Kamruz M

Affordance Design in Half-Life 2 - by Michel McBride-Charpentier

Adding Weight to Your Game Design Part 2: Anticipation - by Michael Jungbluth

Adding Weight to Your Game Design Part 3: Staging - by Michael Jungbluth

Psychology of Play, Social Games and Game Design - by Michael Fergusson

Level Design Lesson 7: Combat Congestion and Traffic - by Raymond Benefield

Level Design Lesson 6: Incentives - by Raymond Benefield

Level Design Lesson 5: Deterrents - by Raymond Benefield