youtu.be/Fuf_SpKCYVY There are some games out there which contain incredibly interesting ideas that just can't quite seem make them work - like one of Magic The Gathering's most infamous design failures and Mewgenics' Mage, but what causes this disconnect between potential and practicality?
Posts by Designhead Dungeon
@manfightdragon.bsky.social examines FromSoftware’s “interconnected spiral” level design philosophy through early Bloodborne test maps:
#gamedev
#gamedesign
@dannyweinbaum.bsky.social on quality and quest design patterns of acclaimed quests:
#gamedev
#gamedesign
So - wanna tweak your game design easily thanks to Godot curves? Check out this quick tutorial! 🔥
👉 youtu.be/BoHYvtGHBVg
#gamedev #game #godot #GodotEngine #godot4 #madewithgodot #csharp #gdscript #programming #tutorial #gamedesign
Bennett Foddy (Getting Over It) held a talk yesteday about his unconventional games - "Why Did I make this"? #gamedev #gamedesign @foddy.net www.twitch.tv/videos/27148...
@chrisbodegard.bsky.social on interactive writing, attention, agency, choice and feedback design for the exceptional @esotericebb.bsky.social (script below slides):
#gamedev
#gamedesign
To celebrate id Software’s 35th birthday, @johnromero.bsky.social produced a great mini-doc on the making of Catacomb 3D (1991) – and it really illustrates just how foundational this game was for their later, more influential first person shooter work: youtu.be/ZcUqwMf01pI?...
our wizard-in-chief at @thegamebakers.com Anthony Beyer made a breakdown about ミ🪨 rocks 🪨彡. check it out! www.artstation.com/artwork/AZzrJm
The Tower of Druaga (Arcade)
Courageous Perseus (PC-88)
Dragon Slayer (PC-88)
Hydlide (PC-88)
While we're celebrating Zelda's 40th, I want to give some love to some of the foundational action adventure games that predated it. Hydlide, in particular, deserves more respect outside of Japan for what it did for the genre in '84 (PC88).
Tower of Druaga, Courageous Perseus, Dragon Slayer, Hydlide
🚨NEW DOC ALERT🕹️
The fourth episode of our Disco Elysium series is now live. In it we talk to Aleksander Rostov about his own artistic journey, and how the art team collaborated to create the narrative playground of Martinaise.
WATCH: youtu.be/-eUtrUW2QVU
For his perfect console @jon.inkle.co, narrative designer and co-founder
of @inkle.co, chose:
1. Plundered Hearts
2. Blade Runner: The Adventure Game
3. Riven: The Sequel to Myst
4. The Last Express
5. Shadow of the Colossus
Listen to Jon discuss his picks in this week's episode:
sptfy.in/3lqj
My 2025 talk 'Gyms, Zoos, and Museums: Your documentation should be in-game' is now also available in text format, for those who like to read instead of watch: rystorm.com/blog/gyms-zo...
And if you haven't seen it yet, there is an all new video too, with bonus material on the history of Zoos!
🚨NEW DOC ALERT🕹️
Our Disco Elysium series continues with a 72 minute deep dive into Writing. From how characters were created, to the tech the team used, the collaborations between writers and editors, and the struggles they had along the way.
youtu.be/fpjHZc9bbFk
Sprite stacking 101 🧩
#pixelart #indiedev #GameMaker
🚨NEW DOC ALERT🕹️
The Making of Disco Elysium - Part Two: Building Elysium
www.youtube.com/watch?v=yrVW...
In the second episode of our Disco Elysium series we explore the crumbling studio space the game was created in, and tell the story of the people who quickly made it there home.
@simondev.bsky.social on math fundamentals for #gamedev, very accessible for less mathy folk:
New on GMTK - The World Design of Hollow Knight: Silksong youtu.be/l7xXW0EbK4g
A detailed look at how Sandfall Interactive created @expedition33.bsky.social and why it wasn’t supposed to be so successful.
Watch here → youtu.be/pLSRlzSxEPw
🚨NEW DOC ALERT🕹️
The Making of Disco Elysium - Part One: Foundations
www.youtube.com/watch?v=eH6m...
After over 18 months of research, interviews & editing our Disco Elysium series is here.
In this first episode we focus on the cultural and personal foundations of the world of Elysium.
The boundaries is where the interesting things happen!
@foddy.net @gcuzzillo.bsky.social @maxiboch.bsky.social on designing Baby Steps. “Making it interesting to get lost is a big creative challenge.”
#gamedev
#gamedesign
First page of the paper, which is readable in the link.
New Paper: Game Design is Generative Design. Designing a procedural generator and designing a game share a lot of skills, problems and philosophies, even if we think of them as distinct. I try to connect them here, for good!
Read here: ojs.aaai.org/index.php/AI...
On #silksong ‘s surprisingly complex damage calculations:
#gamedev
#gamedesign
New on GMTK - let's talk about the power of prototyping - youtu.be/8tHJgtbj6rs
@oskarstalberg.bsky.social’s excellent presentation on efficient and flexible tile-based procedural generation:
#gamedev
#gamedesign
My take away is create the purpose, function and conflict, fun emerges. Many games fail on the purpose part (and by extension autonomy/agency).
Every time I see discussions of “creating fun” in video games, I think of this quote from William S. Burroughs: “Happiness is a byproduct of function, purpose, and conflict; those who seek happiness for itself seek victory without war.”
It is time to shout about fun in a car park // What is Fun? A Game Design Introduction
youtu.be/56ENqlUST9U
"Return of the Obra Dinn" is seven years old this week.
For this not-particularly-special anniversary, here's a re-cammed and narrated timelapse of (nearly) all character creation, object modeling, scene posing, and general 3D work for Obra Dinn from 2015 to 2018:
youtu.be/90vqCKEEj3s