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For this week’s Dissecting Design, I’m taking a look at Spelunky; one of the first games to explore rogue-like design outside of an RPG setting. I talked about how it used procedural generation to elevate the game and deliver skill-based challenges.

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For this Industry Insight, we’re talking about the importance of game sales in honor of the Steam Summer Sale. The act of sales is a major marketing tactic for game developers and understanding the pros and cons is very crucial.

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The Witness (3)

In the past, I’ve talked about game tutorials from the perspective of the philosophy of how to design them. For today’s post, we’re going to get into the nitty gritty and discuss what elements you need to have when building video game tutorials.

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For this week’s Dissecting Design, we’re taking a look at the action horror game Dead Space 2. I talked about how the series used an integrated UI to add to the game and what’s unique about the necromorphs. We also talked about how the series fell out of favor and the offputting microtransactions in a horror game.

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