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Paul Arendt, CEO of Failbetter Games and creative director of Sunless Skies, talks about reconstructing the first region of the game to make exploration more meaningful and terrifying. ...
Landing an entry-level job in GamesUR is difficult, so having experience can set you apart from other candidates. This post outlines several best practices and principles for getting started in GamesUR. ...
Why do we develop such strong attachments to in-game objects? This post examines how self-determination theory can be used to explain player affect. ...
Tim Cain, Brian Fargo, and other Interplay developers reveal the origins of Fallout's S.P.E.C.I.A.L. attribute system in an excerpt from "Beneath a Starless Sky." ...
Today's post looks at the evolution of stealth gameplay into three different philosophies of game design. ...
Recently, a colleague came to me with a conundrum. It went something like this: "Hey I have to interview someone in 30 minutes. Give me a crash course." This is that crash course. ...
This post covers my experiences trying to leverage AI to generate game content rather than make them actors in a planned story. ...
Concept artist Deborah Han walks through the art process that inspires Cookie Jam Blast. ...
EXOR Studios are back with their series on boss designs for X-Morph: Defense - both the successful and unsuccessful ones. This time we take a look at one of the bosses which made it to the final game. ...
oOo: Ascension developer Kenny Creanor stresses the importance of marketing, and how easy (and dangerous) it is to ignore ...


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