
Development Workflow – Chapter 5: Discipline & Demotivation
Dealing with one of the most challenging aspects of game design – Discipline and Demotivation.
Dealing with one of the most challenging aspects of game design – Discipline and Demotivation.
Learning about how enemy placement is important for giving the player a chance in “hard” games.
Going over and important part of Game Level Design – Play Testing!
Exploring Level Design techniques in Chapter 4, Part 1 of the Development Workflow.
Examining Catrap (1990), and how it’s elegant, progressive level design provides its own tutorial for the player.
Chapter Three of Gumpy-Function’s Development Workflow Series details the purpose and advantages of Prototyping your game.
In 1989, the Game Boy was unleashed upon the world and took it by storm. Over the next decade and a half, until the last officially licensed Game Boy Color game was released in 2003, more than two thousand titles found their way to the two Nintendo handheld consoles. That is a lot of games…
Part two of the Development Workflow – Brainstorming Ideas.
Christ Totten is a game developer and professor trained in architecture who released An Architectural Approach to Level Design in 2019. His latest work, Kudzu, is a top down adventure game built in GB Studio that blends adventure and exploration elements from Zelda with non-linear progression like that found in Metroidvania style games. He wrote…