Design Taught in Pitfalls #1: Planning The Journey
I’m sure that anyone who has played a game at some point in their life has wondered “I wonder if I could do this?”. While I don’t often make a habit of discussing game development with people outside...
View ArticleDesign Taught in Pitfalls #2: Taking The Plunge
Starting a game is easy. It’s really easy – so easy that we often jump in before we’ve thought about it. But we’ve already covered thinking about it beforehand, so assuming you paid some attention back...
View ArticleDesign Taught in Pitfalls #3: The Long Haul
Oh yeah, here’s the hard part. Ask anyone who has ever built a game and I am sure they’ll agree that this is where it stops being exciting and starts requiring some real determination. The honeymoon is...
View ArticleDesign Taught in Pitfalls #4: When do I Stop?
So, you’ve got a whole lot done on your game, graphics are looking how you want and you’ve got some puzzles you really like. But hang on a minute, how do you know when your game is done? There’s always...
View ArticleBen304′s Chat-Couch INTERVIEW with Sebastian Pfaller
Sebastian “Mellotron Stew” Pfaller has worked not only with me on a number of games making music, but also provided music and testing for such popular adventure games such as The Vaccuum and Death Wore...
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