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Game Design

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Continuing my examination of the Action RPG genre, part two further looks at progression. This time the act of leveling up and skills, and how the process has changed over the years.

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Last year, From Dust was an attempt at striking balance between the God Game genre and puzzle game genre. While the idea was commendable, there were problems with sitting in the middle ground between the two.

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Double Fine's stunning progress has been so well covered this week that simply writing an article about it already seems clichéd. Nonetheless I feel compelled to do so!

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Gameplay Mechanics

How To Not Suck At Game Design

Rules For Games: Do & Don’t

Platformer Design

Videos

Discussions

Genre

Game Polish

User Interface Design

User Interface Design

Game Design Documents

Difficulty

Game Design Concepts (Ian Schreiber)

Game Length

Character Design

Game Balance Concepts (Ian Schreiber)

Level Design

Artificial Intelligence

Prototyping

Sandbox & Open World Design

Popularity

Game Accessibility

Free Books

Commercial Books

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Wherein I babble about board games and videogames, friends and strangers, roleplaying and abstraction, and ultimately wonder if it's possible to create a single-player board game the way we create single-player videogames. Know any?

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So you want to get started making your own video games, eh? Well there’s a few things that you should know before you dive headfirst into what is a vast and deep ocean of possibilities. Let this article, along with our advice compilation video, guide you.

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An essay on how lean principles might be applied to a particular style of game design and development.

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