Afleveringen
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In the last episode for this season, we bring things to an end in games by using experience, exploration and player progression. Learn why getting it right keeps your players loyal.
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I'm here as your between-Christmas-and-New Year-celestial-host to debunk and answer some questions that mostly relate to "what is it like?"
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Zijn er afleveringen die ontbreken?
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Pushing level design into a place of excellence for your player - we're learning about what goes in and why the player cares.
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Brenda Romero proves that from QA to Creative Direction, the simplest route is the bestest.
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This week I'm harping on about different types of level design, how to communicate ideas in level design and how to hold the vision.
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Do you love a bit of blood and gore with your JRPG? No, no, NOT Hideo Kojima. It's someone way better.
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The first wave of post-arcade design came through Atari, Sinclair and Commodore/Dragon. Who is this mysterious designer? And where is he now?
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When you start designing you realise how important it is to know the difference between success and failure and your first 60 seconds of gameplay will impact massively on this outcome.