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Crafting Nightmares: Othercide's Art Direction

Lightbulb Crew art director Alexandre Chaudret outlines the influences and behind-the-scenes decisions that define Othercide's visual presentation.

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.

Devlog 0: How I Got Started

Misdirection Games designer Aaron Maus details the planning, experiments, and prototypes that led up to the creation of his first game.

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.

Design Challenges: Children Of Morta

Narrative designer Hamid R. Saeedy discusses his team's design process and the challenges they faced during Children of Morta's development.

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.

9 Things I Learned While Making Visuals For Lightmatter

Tunnel Vision Games 3D artist Austeja Vaicyte shares the lessons and techniques he discovered while creating models for Lightmatter.

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  • 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.
  • platinum Guildhall at SMU --Plano, TX 
  • Guildhall at SMU
    Southern Methodist University's Guildhall is the premier graduate video game education program in the United States. The program offers a Master's Degree in Interactive Technology and a Graduate Certification.