Games Design Essays
Evolutionary Game Design
Why you should share your game designs
Software Development's Evolution towards Product Design
Managing game design risk: Part I
Managing game design risk: Part II - Data Driven Development
Ze Story Snobs
Creating a system of game play notation
Playground game design as a sustainable competitive advantage
Community sites as games: The tip of the iceberg
Games are designer food for infovores
Cheap custom whiteboards for rapid game prototyping
Paintbox games: Games that serve as augmented creativity tools
Article: "How to prototype a game in under 7 days" on Gamasutra
Common Game Prototyping Pitfalls
Secret Life of Aliens: First Prototypes
The Secret Life of Aliens: A Redesign
User Content: Working with players to efficiently create profitable games
Confessions of a horrible game player
How small game team efficiency compares to other media
Small Teams Kicking Arse: Defining "HPD"
Short Games Rock
Design Testing: The use of addiction metrics to force rapid evolution of innovative game designs
Article: Usability Testing
A practical definition of innovation in game design
Using a blog as a game design document
GameInnovation.org
Space Crack: A gift prototype
Game Designs
Space Crack: Introduction
Space Crack: Why Space Crack?
Space Crack: Verbs
Space Crack: Planet Basics
Space Crack: Fixing the Turn-based Strategy genre
Space Crack: Building a gameplay parts list
Space Crack: Using Planets to Build Territories
Space Crack: Ships
Space Crack: Simple Combat
Space Crack: Starting the game and ending the game
Space Crack: Component Bible
Space Crack: The Space Opera
Space Crack: Financial Mechanics
Giants and Castles
ComicAll: A social board game design
Game Culture
A five step program to move beyond the game geek culture
The joyful life of the lapsed game developer
Team culture matters
A short interview with a lady friend: Why video games are pointless
Tyrian Comic
Pick your game community: Virtual or Real
The Blind Men and the Elephant: Thoughts on an integrative framework for understanding games
What is the critical mass necessary to create a major world culture in an online game?
The myth of programmer-designer greatness
Programmer Design: Sinistar graphics put to use
Religion as a game
News: Chinese Government to influence MMOGs
Out of work MMOG designers will rule the world
The child and the glass of poison: Our social duty to educate
My first experience with a PSP
Future Ideas
Flashlight Computer
The Financial Gameboy
Viki: A visual wiki design
Movie Theater Games
Free Game Graphics
More free game graphics
:
Set of Zelda-style tiles
250 free handdrawn textures
:
Set of textures for a 3D engine
8-bit Sinistar clone graphics
:
Set of 8-bit space shooter graphics
Hard Vacuum
:
Set of 8-bit RTS graphics
Game Design Reviews
Nintendogs: the case of the non-game that barked like a game
Guitar Hero and Wierd World
Brain Training for Adults
Advance Wars - Dual Strike
Oasis: How to create an ineffective game demo
Book Reviews
Raph Koster's "Theory of Fun for Game Design"
Book Review: 21st Century Game Design
Market Fundementals
Nintendo's Genre Innovation Strategy: Thoughts on the Revolution's New Controller
Nintendo Genre Innovation Strategy: Comments and Followups
Bursty Indie Sales Cycles
Who knew Pikachu was so big
Never innovate halfway
The root of shock game advertising
Convergence: A great word to hate
Idly gathered game industry statistics of doom
A Game Business Model: Learning from Touring Bands
How to Design Online Crack
Game Genre Lifecycle: Part IV
Game Genre Lifecycle: Part III
Game Genre Lifecycle Part II
Game Genre Lifecycle: Part I
My Name is Daniel and I am a Genre Addict
Massively Multiplayer Casual Games
The brave new world of Indie console games
Serious games
Vistech 2005: Thoughts on the military industrial game complex
Serious Games: A broader definition
Art Essays
The Neo-Retro Art Style: Savior of the game industry?
Lessons from the Land of Pixel Art
Erotic Mathematics: Lessons in Perception
Space Crack: Monkeying with 2D art
Space Crack: Graphics and UI Test
Space Crack: An artistic dilemma
Space Crack: Graphics Mockup
SpaceCrack: Game Concept Sketches
New Painting: "Manekineko - The Beckoning Cat"
Small Worlds
Miscelleneous
The Mission of LostGarden
Off topic: Lessons from Starbucks
Unofficial GDC Blogger Bar Meetup
GDC means beverages
Notes from FlashForward 2006
Valentine's Day 2006
Random Notes from Mr. Fever
News: Station Exchange deemed an early success
What do you want to see on Lost Garden?
Paper Nintendo Characters
E3: There and back again
Personal
Big News: The Newest Gig
Back in America
Off to Japan
News Flash: Game Designer gets the Hot Girl
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