17 This article looks at the process of designing levels for a platformer: from the initial idea to the final playable level. How to design levels for a platformer4 Jul, 2011 in Development / Game Design / Platform Game Design tagged deisgm process / level game design / platform game design by Diorgo Jonkers
8 This article looks at common errors that can be made when implementing Perlin noise, and give systematic tests to verify for the various steps in the algorithm. Implementing and Debugging the Perlin Noise Algorithm25 Jun, 2011 in Programming tagged algorithm / debugging / implementation / perlin noise by Herman Tulleken
17 This tutorial provides some algorithms useful for working with Bézier curves: determining the length of a piece of curve; interpolating a set of points with a Bézier path; and reducing a large point set to a smooth Bézier curve. Bézier Path Algorithms23 Jun, 2011 in Mathematics / Programming tagged algorithm / bezier curve / bezier path / curve length / interpolation / sampling by Herman Tulleken
12 A distillation of the five puzzle game design interviews, taking together advice from Rob Jagnow, Guy Lima, Ted Lauterbach, Teddy Lee, Dave Hall and Teddy Lee. How Are Puzzle Games Designed? (Conclusion)4 Jun, 2011 in Development / Game Design / Puzzle Game Design tagged difficulty / level design / playtesting / progression / puzzle game design by Herman Tulleken
4 Hello Physics World! This is a Box2DFlash tutorial, showing the basics of using the popular Box2D port in Flash. Box2DFlash Tutorial27 May, 2011 in Development / Programming tagged 2d / actionscript / as3 / box2d / box2dflash / flash / physics by Ricky Abell
5 Teddy Lee (maker of My First First Quantum Translocater and other popular Flash games) gives us his take on puzzle game design. How are puzzle games designed? Teddy Lee23 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged level design / my first quantum translocator / puzzle game design / teddy lee by Dev.Mag
2 In this puzzle game design interview, Dave Hall from Toxic Games tells Dev.Mag how they designed the puzzles for Q.U.B.E. How are puzzle games designed? Dave Hall16 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged dave hall / level design / puzzle game design / qube by Van Wyk Louw
In this Fives article, Quinton Bronkhorst looks not at games as art, but the art in games. He is assisted by critic Todger Camembert. Fives: Artsy Fartsy14 May, 2011 in Fives / Opinion and Analysis tagged art / art games / cinematography / narrative / sound by Quinton Bronkhorst
4 Ted Lauterbach, creator of the eerie puzzle game, suteF, answers our questions about puzzle game design. How are puzzle games designed? Ted Lauterbach9 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged level design / puzzle game design / sutef / ted lauterbach by Dev.Mag
3 Dev.Mag talks to Guy Lima, one of the founders of Ragtime Games, on how he and his team designed the puzzles for Continuity, the sliding-tile platform puzzler. How are puzzle games designed? Guy Lima2 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged continuity / guy lima / puzzle game design / ragtime games by Herman Tulleken
As part of our series of interviews on puzzle game design, we asked Rob Jagnow about his approach. Jagnow is the founder of Lazy 8 Studios, and the designer behind Cogs, the steampunk-themed sliding-tile puzzle game. How are puzzle games designed? Rob Jagnow26 Apr, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged cogs / puzzle game design / rob jagnow by Dev.Mag
9 This article gives some background information on puzzle games, and sets the stage for a set of interviews on puzzle game design. How are puzzle games designed? (Introduction)16 Apr, 2011 in Development / Game Design / Puzzle Game Design tagged level design / puzzle game design / puzzle game hisotry by Herman Tulleken
40 A Bézier curve is a type of curve that is easy to use, and can describe many shapes. This guide gives instructions for implementing algorithms for using Bézier curves in your games. Bézier Curves for your Games: A Tutorial5 Apr, 2011 in Development / Mathematics / Programming tagged algorithm / bezier curve / bezier path / path / racing line / vector mathematics by Herman Tulleken
1 In this second part of analyzing Desktop Dungeons, we look at how choices are given meaning not only through their complexity, but also through the role they play in structuring an experience. Desktop Dungeons: Design Analysis (Part 2)23 Mar, 2011 in Development / Game Design / Role Playing Game Design tagged desktop dungeons / game design / management / narrative / qcf design by Herman Tulleken
This article gives a brief tutorial to XNA, a set of game development tools from Microsoft. The tutorial covers the basics of drawing a sprite, playing sound, and handling input. Starting Small: XNA Framework Guide8 Mar, 2011 in Development / Programming tagged c# / starting small / tutorial / xna by Ernest Loveland