InfiniteSpace3_1

Video game length can be one of the hardest aspects to nail down when it comes to fine tuning a game concept. It’s difficult to figure out just how long you can make a game with your given systems. Some titles feel too short, while others become a slog to play. For today’s post, I want to talk about a trend I see with Indie games and the use of “lunch break game design.”

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Game-WisdomPromo

Today’s Industry Insight is on the subject of game delays and why they are ultimately a good thing for video games. This in response to a backlash from an indie game being delayed this weekend, and designers need to remember you only have one shot to launch to a game.

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Game-WisdomPromo

Today’s Critical Thought looks at the complexity of movement in game design. For this video, we focused on 2D design and how there are a lot of small, but important details to keep track of when designing your movement system.

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TombRaider

A term that I frequently use when criticizing a game’s design is when it feels “gamey.” However, that’s not really a technical term. For today’s post, I want to explore this concept further of when a game’s mechanics contradict with each other, and to coin a better term.

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