Refining RTS AI: 5 Things to Avoid
Over the years, real time strategy games have progressed vastly and have changed in style with varying themes and new, […]
Over the years, real time strategy games have progressed vastly and have changed in style with varying themes and new, […]
Today’s guest post is by Ryan Hewer. He is the founder of Little Red Dog Games, creator of the geopolitical
Sexism in Games is Real . . . As we discussed before, in my previous article, sexism is a real
Today’s guest post is by game designer and developer Will Nations and originally appeared on Will’s website. Part 1 and
What Is Sexism? Sexism—the prejudice, stereotyping, or discrimination, typically against women—is everywhere. From Hollywood to TV shows, books to video
Are you an amateur narrative designer? Or are you thinking of starting down that path? Good. That’s the first step toward
On the twenty-fifth episode of Indie Insider, host Logan Schultz sits down with David Mullich, an industry veteran who
Today’s guest post is by game designer and developer Will Nations and originally appeared on Will’s website. In the
Today’s guest post is by game designer and developer Will Nations and originally appeared on Will’s website. Minecraft’s capacity
Today’s post is by BSM Game Design Intern Kirsten Terry, an aspiring game designer and animator. A game designer
Iterative design can be applied to many fields but is most notable within the gaming industry and in game development.
User interface flow diagrams (UIFDs, for the purposes of this article) are a way to visually represent the screens your
What does Starbound, Stardew Valley, or any browser game with the word “Clicker” in the title have in common? Numbers
In Part 1 of Pumpkin Spice Plotte, I introduced the first four of the seven basic plots: Overcoming the Monster,
User interface design is quite a challenging task for game developers. The UI is what a player will refer to
The setup: four people around a table comparing numbers on a sheet and the result of a dice roll. Sitting
Following up on my previous post on Level Design, I focused on many popular mainstream games and the design included in
One of my favorite things about indie games is that their developers have the ability to take risks that AAA
Today, it’s rare to see variance in multiplayer FPS level design. Many maps tend to replicate grand scale locations or
As we have discussed Metroidvania games recently, it would be a great time to introduce another series of articles I