(This is an English transcription of the talk Como mejorar la música y el audio de tus videojuegos given at GameDev Santiago). As a musical producer, my first impression of the video game industry in Chile was that a lot of video game developers doesn’t know how to communicate with […] 5 Tips for developers to work more effectively with musicians
2 (This article has also been published on Gamasutra. Check it out for insightful comments.) 1. Introduction At Gamelogic we are obsessed with game rules. Several weeks ago my colleague Herman Tulleken and I began building a match game tool. We played and analyzed many match games to deconstruct their mechanics. In this […] Match Game Mechanics: An exhaustive survey
8 In November 2013, two colleagues* and I made 30 games. Although I have done some game prototyping before, working on so many games in such a short period gave me some insights I did not have before. As I said to a friend, it’s like watching a television series in […] Rapid Game Prototyping: Tips for Programmers
13 There is surprising little information available on hex-coordinates, despite how many games use hex grids. In this article I will explain some of the math so that you can do basic geometry in a hex grid, and design more elegant algorithms for your hex-grid games. Geometry with Hex Coordinates
53 This article gives a set of algorithms for choosing colours procedurally. How to Choose Colours Procedurally (Algorithms)
28 This article gives more handy tips for designing a platformer. There are tips for movement on ladders and veins, jumping, ledges and platforms, the camera, interface, and other ways to make a fun game. 13 More Tips for Making a Fun Platformer
137 This article gives a list of best practices for working with unity: it covers the process, working with art and prefabs, class design, project structure, and many others. 50 Tips for Working with Unity (Best Practices)
6 Tips for growing as a game artist and finding work in the game industry. I Want to Be a Game Artist!
4 Loopholes: what they are, how to find them, how to fix them, and a big list of generic loopholes in games. Loopholes in Game Design
4 In a previous article, we looked at the diegesis theory of interface design. The theory can also be applied to audio design. This is a look into the design of audio for games, and how diegesis theory can help us structure our thoughts. Video Game Audio: Diegesis Theory
Julian Pritchard talks to DigiPen student Alicia Yeargin about her degree, her experience as a student, and her thoughts on games and game design. A Student’s Perspective on Education: DigiPen
5 This article looks at crunch time, its effects on the development process and the developers themselves, how to avoid it, and how to deal with it if it does come. Crunch Time
2 This article looks at Kickstarter, and to use it to raise funding for game development as an alternative to the traditional publishing model. So You Want to Crowd-Source Your Funding?
4 In this article, game developer Bobby Anguelov gives advice on getting a good education for a career as a game programmer. A guide for prospective game programmers
1 In this article, Julian Pritchard gives us his take on game ideas: what is necessary to support a good idea, and how to develop the skills to bring ideas to fruition. Game Design: On Ideas