How to make sure your GDD is relevant and readable for the entire team
Read More »#ShareAGameDesignTip: 10 developer secrets revealed
Insomniac, Ubisoft and Astronauts devs offer advice via viral hashtag
Read More »EA: ‘Games are too tough to learn’
Publisher's chief creative officer says two hours is too long to introduce game mechanics and controls
Read More »Smart Casual: The art of casual games design
Casual Connect is once again upon us, so we investigate how so many studios create simple games that keep people playing
Read More »A fresh start: What to consider when designing a new game
Oscar Clark reflects on the decisions that need to be made when embarking upon a new project – primarily, the central game mechanic
Read More »What makes a good game designer?
Oscar Clark looks at the different types of designer and the key aspects of the game they need to understand
Read More »INTERVIEW: DriveClub designer Simon Barlow talks progression, UI and meta-gaming
From WRC to Motorstorm and now DriveClub, Evolution Studios’ Design Director Simon Barlow has a lot to say about the mammoth task of managing progression and unlocks in a game with heaps of content which prides itself on shareability and social gaming.
Read More »Death of the game design document
Jagex's James Sweatman on why central design documents don't always work, and the alternatives available
Read More »Harnessing science for game design
Scientists and developers share their insight into why data, fact and research can form a robust foundation for designing game world, mechanics and even narratives
Read More »Get That Job: How to be head of game design
Xyrality’s head of game design Torben-Lennart Böge discusses his role in game design
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