In brackets after the article name is the source... please note that you have to register with GamaSutra (free and instant) before you can read their articles. It's worth it though.
- Adapting the Tools of Drama (GamaSutra)
- A Primer for the Design Process - Part 1 (GamaSutra)
- A Primer for the Design Process - Part 2 (GamaSutra)
- A Primer for the Design Process - Part 3 (GamaSutra)
- Applying Risk Analysis to Play-Balance RPGs (GamaSutra)
- Artificial Intelligence in Game Design (AI Depot)
- Behavioural Game Design (GamaSutra)
- Better Game Design Through Cutscenes (GamaSutra)
- Beyond Psychological Theory: Getting Data That Improves Games (GamaSutra)
- Building Character: An Analysis of Character Design (GamaSutra)
- Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games - Part 1 (GamaSutra)
- Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games - Part 2 (GamaSutra)
- Collaborating in Game Design (GamaSutra)
- Constructive Politics in a Massively Multiplayer Online Role-Playing Game (GamaSutra)
- Creating a Great Design Document (GamaSutra)
- Dynamic Problem Creation and Adaptation Techniques I - Basic Introduction (Kralizec.net)
- Designing Design Tools (GamaSutra)
- Emotional Content in Computer Games (Paranoid Productions)
- Evolutionary Design (GameDev.net)
- Five Ways to Sneak Originality into Your Game While Management Isn't Looking (shown on GigNews)
- Five More Ways to Sneak Originality into Your Game While Management Isn't Looking (shown on GigNews)
- Fun is Fine: Toward a Philosophy of Game Design (Joystick101)
- Game Design: Secrets of the Sages - Creating Characters, Storyboarding, and Design Documents (GamaSutra)
- Game Design: Theory & Practice (GamaSutra)
- Humour in Games (GameDev.net)
- I Have No Words & I Must Design (Interactive Fantasy #2)
- Level Designing Rogue Leader (GamaSutra)
- Level Design Resource Guide (GamaSutra)
- Lock Mechanisms in Game Design (GameDev.net)
- Lost Along the Way: Design Pitfalls on the Road from Concept to Completion (GamaSutra)
- Mobile Games Resource Guide (GamaSutra)
- Motivations in Games (GameDev.net)
- On Gameplay (GameDev.net)
- Removing the "Tech" from the "Design Document" (GameDev.net)
- Replayability - Part 1: Narrative (GamaSutra)
- Replayability - Part 2: Game Mechanics (GamaSutra)
- Techniques for Achieving Play Balance (GameDev.net)
- The Anatomy of a Design Document: Documentation Guidelines for the Functional and Technical Specifications - Part 1 (GamaSutra)
- The Anatomy of a Design Document: Documentation Guidelines for the Functional and Technical Specifications - Part 2 (GamaSutra)
- The Case for Game Design Patterns (GamaSutra)
- The Designer's Notebook: Death (and Planescape: Torment) (GamaSutra)
- The Designer's Notebook: Positive Feedback (GamaSutra)
- The Game Proposal (GamaSutra)
- The Right Decision at the Right Time (GamaSutra)
- Turning a Linear Story into a Game (GamaSutra)
- Using Low Level Stories (GameDev.net)
- Virtues of a Graphical Interface (Paranoid Productions)
- What's Your Perspective? - 1st vs 3rd person perspectives (Paranoid Productions)
- You Got Game - turning an idea into a design document (GameDev.net)
- Your Audio Design Document: Important Items to Consider in Audio Design, Production, and Support (GamaSutra)
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