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Case Studies

Deep Dive: A step-by-step look at the production pipeline of Ravenlok

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as lessons learned from ten years of development with …

Case Studies

Book Excerpt: Great Games Need Great Leaders

The following excerpt is from Great Games Need Great Leaders: Multiclassing to Lead Game Development Teams by Matthew John Dyet. The book will be published August 30, 2024 by CRC Press, a division of Taylor & Francis, a sister company of Game Developer and Informa Tech. Use our discount code GDTF20 at checkout on Routledge.com to …

Case Studies

Deep Dive: Player-centered narrative design in Slay the Princess

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as creating a game manual that accommodates multiple learning …

Case Studies

Designing the mind-bending puzzles in Patrick’s Parabox

Patrick Traynor’s latest puzzle game Patrick’s Parabox is both an evolution of the block-pushing puzzle game, and something new and unique to itself. It allows players to shrink down and enter boxes, where there can be whole levels inside them, but that is just barely scraping the surface of a unique and ingenious experience. According …

Case Studies

Deep Dive: Implementing crossplay functionality in We Were Here Forever

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as how solo developed Devon Wiersma optimized the spraypainted …

Case Studies

Deep Dive: Evolving UI and difficulty levels in Cook Serve Forever

There is nothing wrong with an inherently difficult game. It’s what I’ve built my entire career on, in fact. But the degree to which I was shutting out players from enjoying our games simply due to our staggering difficulty didn’t become apparent until it was too late—and the features we put in to make our …

Case Studies

Deep Dive: How we got one million players to give a dam about Timberborn

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as creating a game manual that accommodates multiple learning styles with …

Case Studies

Deep Dive: Multiple menu systems & UI design in APICO

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as UI and difficulty levels in Cook Serve Forever, …

Case Studies

Deep Dive: Designing a new dwarf race in The Last Spell

Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as how Techland centered player feedback in the development …