Ryan Sumo outlines some of the miscommunication issues that his team experienced during development, and explains how they were resolved.
Die Young lead designer Daniele Mascagna describes the process involved in maintaining a three-act story structure across multiple distinct levels.
Bari Silvestre details his recent experience making a multiplayer social deduction game in 10 days as part of the Disc Room Game Jam.
Level designer Sukhraj Johal critically examines the premise, flow, goals, and rewards that contribute to a memorable quest in Ghost of Tsushima.
Sam Barham discusses the steps he took when marketing and growing a community for his first game as a hobbyist developer.
Kent Carter presents hints and tips for developers seeking the right tone for their project's in-game background music.
Alessandro Cossidente interviews the developers behind HordeCore, focusing on the team's transition from web development to video game creation.
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