May 072012
 
Loopholes in Game Design

I had just finished working on my latest card game; I was rather chuffed with it: the rules were elegant and nuanced: there was a wealth of strategies you could use in the game. I explained the rules to two friends, and they began to play. I was expecting them to be amazed with the [...]

 
Video Game Audio: Diegesis Theory

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.

 
A Student's Perspective on Education: DigiPen

Julian Pritchard talks to DigiPen student Alicia Yeargin about her degree, her experience as a student, and her thoughts on games and game design.

Feb 272012
 
Crunch Time

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.

Feb 202012
 
So You Want to Crowd-Source Your Funding?

This article looks at Kickstarter, and to use it to raise funding for game development as an alternative to the traditional publishing model.

Feb 162012
 
A guide for prospective game programmers

In this article, game developer Bobby Anguelov gives advice on getting a good education for a career as a game programmer.

Game Design: On Ideas

 Posted by on 13 February 2012  Opinion and Analysis  No Responses »  Tagged with: ,
Feb 132012
 
Game Design: On Ideas

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.

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