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Level Design: The Linear Labyrinth

Jack Pritz critically examines Dark Souls, Subnautica, and the Half-Life games to gain an understanding of their unique approaches to level design.

Ingredients For The Perfect Video Game Tutorial

Comparing effective tutorials to tasty appetizers, Carlos Valenzuela lists the key ingredients developers use to introduce mechanics without driving players away.

Project Management And Working Remotely

Ryan Sumo breaks down his remote management process and shares many of the tools his team uses to stay connected and productive.

Realism In Games: What Makes Firewatch Feel Personal

Randen Banuelos explains how Campo Santo's Firewatch sets itself apart from other games by embracing realism and keeping players immersed in its narrative.

How I Built A Game Studio From The Ground Up

Citing personal experience, Quill Studios founder Quilly Chang outlines the many roles developers need to fill when running their own independent game studios.

Storytelling In Games: A Co-Op Quest

Danny Homan explains how narrative writing duties can be divided among multiple team members, from concept artists to mission designers.

Year 3: My Full Time Indie Developer Life

Kevin Giguere shares his experience working as a full-time indie developer for the third year running, including details regarding his latest game's sales performance.

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  • Year 3: My Full Time Indie Developer Life [04.09.20]
  • img Kevin Giguere shares his experience working as a full-time indie developer for the third year running, including details regarding his latest game's sales performance.
  • Level Design: The Linear Labyrinth [04.07.20]
  • img Jack Pritz critically examines Dark Souls, Subnautica, and the Half-Life games to gain an understanding of their unique approaches to level design.
  • Storytelling In Games: A Co-Op Quest [03.26.20]
  • img Danny Homan explains how narrative writing duties can be divided among multiple team members, from concept artists to mission designers.
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