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2
kicks
published 5 days, 17 hours ago, submitted by TheManagement 10 days, 7 hours ago

significant-bits.com — A short take on what constitutes a loving touch in a videogame, and what makes these elements so special. read more...

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2
kicks
published 1 month ago, submitted by TheManagement 1 month, 5 days ago

incubatorgames.com — The second part in a series looking at some of the research that went into Tribes of Mexica and how it influenced the game. read more...

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4
kicks
published 2 months, 3 days ago, submitted by TheManagement 2 months, 4 days ago

significant-bits.com — A look at why FPS is a crucial part of every game. read more...

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2
kicks
published 2 months, 8 days ago, submitted by TheManagement 2 months, 10 days ago

incubatorgames.com — A look at some of the research that went into Tribes of Mexica and how it influenced the game. read more...

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2
kicks
published 2 months, 22 days ago, submitted by TheManagement 2 months, 25 days ago

significant-bits.com — A look at Continuity's rather brilliant interface. read more...

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4
kicks
published 4 months, 21 days ago, submitted by TheManagement 4 months, 27 days ago

significant-bits.com — A few quick tips for iPhone interface design. read more...

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3
kicks
published 5 months, 8 days ago, submitted by DigitalDuffman DigitalDuffman 5 months, 7 days ago

krissteele.net — What truly makes a game memorable? Is it a game that does many things well, or a few things great? I would argue the latter. I'm going to talk a bit about the concept myself and how it relates to my most recent game and my upcoming games. read more...

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1
kicks
published 5 months, 22 days ago, submitted by ElementCy ElementCy 5 months, 22 days ago

gamesfromwithin.com — Noel from Snappy Touch has posted a great article on how he went thru the process in creating a "Lite" version of his game for the Apple App Store. read more...

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2
kicks
published 6 months, 6 days ago, submitted by TheManagement 6 months, 7 days ago

significant-bits.com — A look at the various game mechanics of Shadow Complex and how they could be consolidated and improved. read more...

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2
kicks
published 6 months, 11 days ago, submitted by ElementCy ElementCy 6 months, 11 days ago

gamasutra.com — How do you make your game UI more usable? Developer Glinert looks at the four main elements -- learnability, simplicity, efficiency, and aesthetic -- that help game usability to flourish. read more...

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2
kicks
published 6 months, 13 days ago, submitted by TheManagement 6 months, 14 days ago

significant-bits.com — A short take on basing games around themes rather than genres. read more...

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2
kicks
published 6 months, 25 days ago, submitted by ElementCy ElementCy 6 months, 26 days ago

gamasutra.com — Massive Entertainment (Ground Control series) veterans Norneby and Olsson use this in-depth technical article to discuss how to radically improve your experience planning video games through applying software engineering processes to game development. read more...

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2
kicks
published 6 months, 27 days ago, submitted by TheManagement 7 months, 1 day ago

significant-bits.com — A brief look at some interaction methods utilized by various DS games. read more...

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1
kicks
published 7 months, 6 days ago, submitted by ElementCy ElementCy 7 months, 6 days ago

gamasutra.com — Game design veteran Ryan -- most recently a designer on Fracture -- looks at the Wiki as a game design and development tool, asking -- is it the right tool to use to document game creation, and what are the pros and cons of using it to store design information about larger-scale games? read more...

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3
kicks
published 7 months, 22 days ago, submitted by ElementCy ElementCy 7 months, 22 days ago

blog.wolfire.com — Many game developers are starting to find that games with illusory challenges sell better than those with real challenge. They believe that what gamers want most is an experience that conveys the feeling of accomplishing a difficult task, but without the difficulty. Games like this have spawned a new genre of simplified ‘parody’ games that highlight the techniques used to provide this illusion of accomplishment. read more...

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1
kicks
published 7 months, 22 days ago, submitted by ElementCy ElementCy 7 months, 22 days ago

gamasutra.com — In a detailed design article, Griptonite Games' Jason Bay uses classic usability concepts to break down the gamer's use of in-game weapons, objects, and puzzles, suggesting how this can make everyone build better video games. read more...

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