(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

(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

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

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

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

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

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

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

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