(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
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
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