Depth vs Breadth: Tips From A Combat Designer

Original Author: Mike Birkhead (The following is cross-posted from my follow this link. I have included pictures instead. Thanks.) Being a good combat designer requires understanding the meaning and significance of both depth and breadth in your designs. To put it simply: depth is the Knowledge of How, and breadth is the Knowledge of Why. … Continue reading “Depth vs Breadth: Tips From A Combat Designer”

Cool Doesn’t Cut It: Ideas for Generating Creative Solutions

Original Author: Pete Garcin Generating ideas on a project can often be a haphazard process, and I’m always looking for ways to improve and focus this activity. I’m a big proponent of drawing on expertise and inspiration from a wide variety of sources and building a shared vision of the game from an early stage … Continue reading “Cool Doesn’t Cut It: Ideas for Generating Creative Solutions”

Build fun games even if you’ve never coded before

Original Author: Hsiao Wei Chen “Start developing games straight away. Build your first game in the first chapter.” “Fun and fast paced. Ideal for readers with no game programming experience.” “A cool guide to get into the game industry quickly.” Doesn’t that sound like an advertisement for weight loss, except for well, making games. Those … Continue reading “Build fun games even if you’ve never coded before”