53 This article gives a set of algorithms for choosing colours procedurally. How to Choose Colours Procedurally (Algorithms)29 Jul, 2012 in Development / Programming tagged algorithm / colour / palette / procedural content by Herman Tulleken
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 Platformer19 Jul, 2012 in Development / Game Design / Platform Game Design tagged camera / controls / platform game / user interface by Diorgo Jonkers
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)12 Jul, 2012 in Development tagged best practices / unity by Herman Tulleken
6 Tips for growing as a game artist and finding work in the game industry. I Want to Be a Game Artist!26 Jun, 2012 in Art / Education tagged art / education / tertiary education by Jonathan Hau Yoon
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 Design7 May, 2012 in Game Design tagged design / exploits / game design / loopholes by Julian Pritchard
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 Theory19 Apr, 2012 in Game Design / Sound tagged audio / diegesis / fourth wall / game design / sound by Dave Russell
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: DigiPen17 Apr, 2012 in Education / Interviews tagged digipen / education / interview / tertiary education by Julian Pritchard
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 Time27 Feb, 2012 in Development / Production tagged Crunch / Development / Finance / Production / Satire by Julian Pritchard
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?20 Feb, 2012 in Funding tagged business / funding / marketing by Julian Pritchard
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 programmers16 Feb, 2012 in Education tagged career / education / skills by Bobby Anguelov
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 Ideas13 Feb, 2012 in Opinion and Analysis tagged game design / ideas by Julian Pritchard