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6 Things I Learned From My First Big Failure

Evan Fradley-Pereira outlines six major lessons that he learned from his first big failure, explaining how they helped shape later projects in his career.

Postmortem: Vanishing Point

Kevin Wong looks back on his experience as the lead designer for the 2015 USC Advanced Games Project Vanishing Point.

Excerpt: Unity in Action

Joseph Hocking explains how to create convincing skyboxes using Unity in this excerpt from his newly released book Unity in Action.

Design 101: Complexity vs. Depth

The second installment of Dan Felder's Design 101 series explains how depth differs from less desirable forms of complexity within video games.

Tips for Modders from a Black Mesa Developer

Black Mesa lead artist Adam Engels offers a series of quick tips for developers starting out on mods and related projects.

Game Design Challenge: Constructive Destruction

Sometimes, you just want to break stuff. Can you design a game that focuses on environmental destruction? Test your skills in our latest Game Design Challenge!

Vancouver Film School

The one-year Game Design program at Vancouver Film School covers everything students need to thrive in the game industry, from game theory to coding to portfolio production.

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  • Design 101: Complexity vs. Depth [07.21.15]
  • img The second installment of Dan Felder's Design 101 series explains how depth differs from less desirable forms of complexity within video games.
  • Math: What is it Good For? [07.16.15]
  • img Alex Zeitler explains the practical benefits of math in the world of coding, and offers tips on how coders can become better acquainted with necessary mathematic concepts.