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Danny Day still enjoys telling people he's a game designer far too much. He has yet to apologise for accidentally staring Game.Dev all those years ago (some believe he never will) and currently runs QCF Design in the hope of producing awesome games that you'll enjoy playing. Don't talk to him about education systems, procedural generation or games as art if you value your time. [Articles]

 
Competition 23 Results

“Competition 23″ was not about making games; it was about marketing games. The winners used forums, social networks, and public demos to create buzz for their games. In this article, Danny Day gives a summary of the competition results, and the three winners explain what they have learnt.

 
Comp 22 Results

Ask any gamer to imagine their favourite games cross-dressing as different genres and you’ll have yourself an entertaining waste of an afternoon. Turn that into a drinking game somehow and you’ll have some of the best ideas that nobody can remember (“Hey! What about Bejewelled as a drinking game! You’d have a grid of colourful [...]

 
The truth about institutions

This article originally appeared in Dev.Mag Issue 4, released in July 2006 So, off to a tertiary institution? Studying for your future? Excited about the opportunities in professional game-making that your studies will present? Well, know now that there’s another side to going to university, something that’s overlooked by a lot of students. You’re going [...]

 
Spacehack

This article originally appeared in Dev.Mag Issue 27, released in November 2008. SpaceHack is one of two Game.Dev DreamBuildPlay 2008 entries. It eventually placed among the top 20finalists in the competition. The following is a discourse by one of the game’s two creators about the creation process and the story behind the game.

 
On the Back of a Napkin: Part 1

This article originally appeared in Dev.Mag Issue 2, released in April 2006. Wondering why your PC doesn’t play games so well anymore? Trying to decode the latest marketing-speak on the back of a game box? This series is designed to give you the knowledge you need to understand the tweaks and trade-offs you can make [...]

 
On the Back of a Napkin: Part 2

This article originally appeared in Dev.Mag Issue 3, released in May 2006. Last week we went over some of the very basics of 3D graphics. This week we take a look at exactly what it is that vertices do for us and how they do it. We’ll cover some more abstractions and end up explaining [...]

 
On the Back of a Napkin: Part 3

This article originally appeared in Dev.Mag Issue 4, released in June 2006. Now that we’ve got a solid foundation to work with, we can start looking at more relevant issues in 3D. This week we’ll explore the idea of texture filtering and why it’s a good thing. We’ll find out what the various types of [...]

 
On the Back of a Napkin: Part 4

This article originally appeared in Dev.Mag Issue 5, released in July 2006. Transparency effects in games are very important, not only because they make games look good, but also because they provide a unique set of problems and opportunities for smart designers to exploit. This is because transparency is implemented using a very versatile blending [...]

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