world-of-warcraft-youtube

Game Design is a tricky thing to do, and every video game these days is inspired in some way by something that came before it. The ability to look at a design or game system and grow it in a new way has led to some amazing games. However, there is a tendency to try and directly use one’s game systems, and it gives us the chance to talk about the harsh lesson of the “WOW Effect.”

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From this Game-Wisdom Live segment, Rob and I talked about Stonehearth and the issue of knowing when a game is finished.

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PP Isiah

This week on the cast I welcomed Isiah who is currently working on his first game while still in school to talk about what it’s like to want to enter the Game Industry now.

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owlboy-4

Last week, an interesting discussion happened on Twitter following Cuphead’s win at the DICE awards. The executive producer talked about the challenges of designing the game and how they went all in; taking a second mortgage out on their house to finish the game. Many indie developers talked about how this is not the norm of what it means to develop a game over a long period of time.

For today’s post, I want to talk about something that no game designer wants to hear: How do you know when to stop working on your game?

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