- The Hierarchy of Needs for Rewards in Games
Chelsey Webster explains how a skillfully implemented reward structure can enhance a player's experience and make a game more enjoyable throughout.
- Team Cause And Effect Presents: The A-Morph Controller Design
Aaron Bailey, James Ho, John Meierdierks, and Richard Travis present a new controller design that aims to bridge the gap between console gamepads and a PC-optimized. keyboard-and-mouse setup.
- Game Narrative Review - Silent Hill 2: Restless Dreams
The Guildhall at SMU student Daniel Kanigel examines the psychological narrative that drives Konami's survival horror classic Silent Hill 2: Restless Dreams.
- Game Design Challenge: Making Maps
Cartography was a required skill in the early days of PC gaming, but automapping has since eliminated the need for hand-drawn maps. Can you design a game that features a mapmaking component?
- Results from Game Design Challenge: Hands-Free Gaming
Game Career Guide's readers design with accessibility in mind, presenting inventive game concepts that do not require the use of one's hands. Read on for our top picks.
- Studying Game Design in Brazil
Igor Hatakeyama reflects on his years of study in the field of game design in Brazil, giving incoming students an idea of what to expect from university projects.