Category: Design 2017 Shovel Knight's Old-school Tricks Nov 18 2017 Creator Questions Feb 18 2017 Every Week a Dev Jan 28 2017 2016 Year in Review Jan 07 2017 2016 Arcana: Procedurally Generated Tarot Decks Nov 12 2016 Procjam 2016 Talks Oct 29 2016 Special Missions' Story Pattern Oct 22 2016 Why does Pokemon GO use passive voice? Aug 27 2016 A Grammar of Procedural Platformer Levels Aug 13 2016 How I am Setsuna uses a State Stack: Overworld Jul 30 2016 How I am Setsuna uses a State Stack: Interiors Jul 23 2016 How I am Setsuna uses a State Stack: Combat Jul 16 2016 How I am Setsuna uses a State Stack: Map and Dialog Jul 02 2016 /r/proceduralgeneration's spaceship challenge Jun 25 2016 Mobile Frame Football Association Jun 18 2016 Redesign exercise Jun 11 2016 What makes a game feature complete? May 21 2016 Mario Design Interview Apr 30 2016 Improvisation vs Preparation Apr 23 2016 The Original Diablo Pitch Apr 02 2016 How Dungeonmans teaches diagonal movement Mar 19 2016 Proportion Types Mar 05 2016 The Library Feb 27 2016 Brainstorming a Hexcrawl application Feb 06 2016 game-icons.net Jan 30 2016 Peter Venkman FATE example character Jan 16 2016 Picasso on creativity Jan 02 2016 2015 Using Google Docs for mock-ups Sep 26 2015 What defines a game? Sep 19 2015 Satoru Iwata Jul 18 2015 Prototyping Rectangles in Unity 2D for Dummy May 30 2015 More Skytorn Raycast Lighting Algorithm Details May 16 2015 Raycast Lighting in Skytorn May 09 2015 Math Team Hearts Mar 14 2015 VGBC Game Design Review: Gunstar Heroes Feb 14 2015 VGBC: a Video Game Book Club Jan 24 2015 2014 Procjam review Nov 29 2014 procjam comedown Nov 22 2014 INSceptahdeckWU Nov 08 2014 Play balance for party vs in-depth fighting games Oct 18 2014 Do ethics matter in game design? Oct 04 2014 Designing a pachinko RPG Aug 23 2014 One Tap Quest: a pachinko RPG Aug 16 2014 Persistent Data in Unity Aug 09 2014 Space Is Read Jul 26 2014 The Strength of the Pitch: Jodorowsky's Dune Jul 19 2014 Playable Call For Papers Jun 21 2014 Why you should start simple Jun 07 2014 Hammock Driven Creativity May 31 2014 Quarries of Scred Roadmap May 24 2014 Follow-up to the centrality of caves May 10 2014 Why are caves central to so many games? May 03 2014 Clojure Rhizome Labeled Edge Tutorial Apr 26 2014 styx_ebooks Apr 19 2014 The Fate of Adventure Games Apr 12 2014 Don't Fear Lack of Content Apr 05 2014 Bunnies Don't Surf #flappyjam Feb 15 2014 An in-depth tour of Tetris Feb 08 2014