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Fixing Endgame Design In Grand Strategy Games

Anton Petrushenkov discusses the endgame flaws apparent in grand strategy games like Civilization V, suggesting solutions for designers to consider.

A Slow Gaming Manifesto

Artur Ganszyniec argues in favor of "slow gaming" as a design philosophy and an artistic path for game developers to follow over the course of their careers.

Progression Mechanisms: Blessing Or Curse?

Pascal Luban offers an overview of RPG-inspired progression mechanics, explaining how modern game design both benefits and suffers from their popularity.

Why Players Love Games That Make Them Frustrated

Yongcheng Liu critically examines several notoriously difficult games in order to figure out why players keep returning to challenge their skills.

What I Learned From A 14-Year Passion Project

Matt Canei recalls the highlights, missteps, and game design lessons he learned over his 14-year run as an independent developer.

Reflections On Difficulty Pacing In Puzzledorf

Stuart Burfield talks about Puzzledorf's difficulty level, how it changes over time, and how he used both to engage and retain players to help them finish the game.

Resequencing And Dynamic Transitions For Game Music Composers

Winifred Phillips explores complex deployments of the horizontal resequencing model in Sackboy: A Big Adventure's music design.

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  • A Slow Gaming Manifesto [10.14.21]
  • img Artur Ganszyniec argues in favor of "slow gaming" as a design philosophy and an artistic path for game developers to follow over the course of their careers.
  • 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.