Editorial Team Editor: Herman Tulleken Deputy Editor: Julian Pritchard Copy Editor: Jacques Jurgens Copy Editor: James Etherington-Smith Hall of Fame The giants on whose shoulders Dev.Mag was built: Stuart Botma (Editor March 2006 – December 2006) Rodain Joubert (Editor January 2007 – June 2008) Claudio de Sa (Editor July 2008 […] Contributors2 Apr, 2015 by Dev.Mag
(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 musicians1 Apr, 2015 in Sound by Felipe Salinas
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 survey3 Mar, 2015 in Game Design by Jonathan Bailey
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 Programmers8 Jan, 2014 in Development / Programming tagged rapid prototyping by Herman Tulleken
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 Coordinates31 Aug, 2013 in Mathematics tagged hex coordinate / hex grid / vector math by Herman Tulleken
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