
Ars Ludicra – Can Games Be Poetry?
The Ars Ludicra Project explores how poetry can be expressed through video games. We take a look at the motivations behind the works with creator C.A.Knight.

Development Workflow – Chapter 7: Color Theory
Want to incorporate color, but not sure where to start? This entry in the Development Workflow series goes over all the considerations for going beyond the 4 color palette of the original Game Boy.

Solving the ‘A Button Paradox’
One method for avoiding the infinite loop associated with dialogue scripts when attached to the A button.

The Analogue Pocket
Spotlighting the Analogue Pocket, a multi-video-game system portable handheld.

In The Dark
Spotlighting Pearacidic and GumpyFunction’s revamp of a classic, “In The Dark”.

Color Reproduction on GBC Compatible Devices and Emulators
Examining the way that color is represented on different Game Boy Hardware.

Noobow and Experience Driven Game Design
Through all the years Nintendo was officially licensing games for the Game Boy, there were a multitude of fantastic releases that would forever be fondly remembered by young and old alike. But for every Tetris, Super Mario Land and Pokemon Red, Yellow or Blue, there were umpteen more titles that would find themselves falling through the…

Creating A “Reward” Scene
Create a snazzy “reward” scene to engage the player and push your pixel art capabilities!

Wendy: Every Witch Way and Holistic Enemy Design
Exploring Wendy: Every Witch Way, and how it’s enemy design is informed by and complements its game mechanics and aesthetic.