July 2, 2014
Sergio Hidalgo writes at Gamasutra about a question faced by every motion-tracking virtual reality game: What should happen if the player sticks his head through a wall or a door?
May 21, 2014
The venerable Dead End Thrills now has some pieces up about the art and design of various games, and not only is the imagery as gorgeous as you'd expect, but the articles themselves are beautiful to look at and interesting as well. Fire And Ice: The Cold Heart Of EVE Online and Building The Impossible: The Art Of Mirror’s Edge are my favorites.
Deep in the Shadows: Thief Design Analysis is a long-form analysis of -- you guessed it -- the latest iteration of the Thief series of games. See also: A 2014 Manifesto: Does The Stealth Genre Even Exist? It's a wee bit odd to use a question as the title of a manifesto, but there you go.
"Sure, adding online multiplayer to your game is massively time-consuming, very costly, and not exactly the greatest fun you'll ever have -- but it can potentially bring in multitudes of extra players and sales, so it's always worth it, right?" Mike Rose interviews several indie game devs for Gamasutra on the ups and downs of doing online multiplayer
May 2, 2014
March 28, 2012
From Parody to Production: How @petermolydeux inspired a wacky weekend game design marathon. @PeterMolydeux is a Twitter parody account that takes Black & White and Fable designer Peter Molyneux's penchant for ambitious, industry-changing game concepts to ridiculous extremes, with ideas like turn-based fighting games where you "have to level up individual bones and set which order the joints are moved and rotated to create attacks", ultra-realistic co-op military shooters where "if your partner dies you have to spend 30 minutes digging a hole to bury them before you can continue." [more inside]
August 7, 2011
From Aberrance to Aesthetics: "[It is thought that] video games have a 'true nature,' a molten core established by accident among ancient folk games. Any attempt to extract, modify, or dispose of this core becomes a deluded perversion. Instead, the reasoning goes, we should seek to revisit and amplify the 'natural' features of games."
July 5, 2011
Learning from Fable III’s UX Mistakes "With so much UX work focused on websites, it can be easy to forget that the same rules we apply online are equally valid elsewhere. Videogames are a perfect case-in-point. Many of the highest profile titles, much like the highest profile websites, have issues that could be addressed by considering user experience. "
June 20, 2011
"Valve engineers and artists regularly contribute to industry and academic conferences, covering topics from the high level goals of our cabal development process to the inner workings of cutting-edge rendering algorithms.": Valve publications (all pdf, but that link is html) contains articles and slides from presentation pertaining to Valve games from the original Half-Life up to Left 4 Dead 2. [more inside]