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Verb Directions in Game Design - by Nathan Savant

A deep dive into how Magic The Gathering expresses character through game mechanics, and how those same concepts can be applied to video game characters without breaking the design budget.

Polishing a game character in Inkscape - by Hans Hildenbrand

This is a tutorial split over two videos on polishing a game character in Inkscape quickly and easily. Refining the head and working in the body, legs, and arms.

Dynamic destruction in Radio Viscera - by Owen Deery

This is an overview of all the elements which contribute to the dynamic damage system created for Radio Viscera.

How will publishing agreements be affected by Steam Deck? - by Brandon Huffman

If a publishing agreement covers PC but doesnât specify channels, is the Steam Deck included or excluded?

Genre Spotlight: Merge's Next Phase of Growth - by Fawzi Itani

A look into Merge Games and their next phase of growth

Asymmetrical Gameplay as A New Trend in Multiplayer Games and Five Design Patterns to Make Engaging Asymmetrical Games - by Margaret Wong

Asymmetric multiplayer games are fun to play, but special design attention is needed. Five possible design patterns are presented based on a study on ten asymmetric multiplayer games on different platforms.

How will publishing agreements by affected by Steam Deck? - by Brandon Huffman

If a publishing agreement covers PC but doesnât specify channels, is the Steam Deck included or excluded?

Discovering your game's regional appeal, pre-launch? - by Simon Carless

What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our latest round-up.

Proof of Concept for First Game Made - by Glenn Savarese

I'm making my first proof of concept and need community feedback.

Debating Difficulty in Game Design - by Josh Bycer

The debate over difficulty in videogames continues to rage, and for today's post, I want to try, once and for all, to explain that difficulty is not a part of accessibility, but an essential element designers need to take note of.

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