| Sort By: |
| Date |
Popular |
Title |
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Mar 2004 |
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14 Ways of Drawing Players in With an Opening Cinematic
|
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Feb 2004 |
* 8 |
2003 Game Development Salary Survey
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Mar 2003 |
* 2 |
34 Ways to Put Emotions Into Games
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Jan 2005 |
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A Few Remarks on Creative Play
|
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Jan 2000 |
* 1 |
A Letter from a Dungeon
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Jun 2005 |
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A Letter from the Cockpit
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Sep 2004 |
* 2 |
A Perfect Short Game
|
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Jun 2000 |
* 2 |
A Primer for the Design Process, Part 1: What to Do
|
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Jul 2000 |
* 1 |
A Primer for the Design Process, Part 2: What to Think About
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Jul 2000 |
* 1 |
A Primer for the Design Process, Part 3: What You Need
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Oct 1998 |
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A Symmetry Lesson
|
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Nov 2003 |
* 1 |
A Television Production Model For MMORPGs?
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Jul 2005 |
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Active Storytelling in Games
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Sep 2001 |
* 6 |
Adapting the Tools of Drama to Interactive Storytelling
|
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Oct 2003 |
* 8 |
Agitating for Dramatic Change
|
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Sep 1999 |
* 4 |
Algorithms for an Infinite Universe
|
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Jun 2004 |
* 1 |
Alternative Game Controllers
|
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Jun 2003 |
* 1 |
An Architects Perspective On Level Design Pre-Production
|
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Apr 2001 |
* 4 |
An Interview with Epic's Tim Sweeney
|
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Feb 1998 |
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An Interview with Louis Castle About Westwood's Blade Runner
|
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Jan 1998 |
* 1 |
An Interview with Titanic Producer Andrew Nelson
|
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Jan 1998 |
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Applying Game Design to Virtual Environments
|
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Jun 2003 |
* 3 |
Applying Risk Analysis To Play-Balance RPGs
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Feb 2006 |
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Are Games Addictive? The State of the Science
|
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May 1999 |
* 7 |
Artificial Emotion: Simulating Mood and Personality
|
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Jan 2000 |
* 1 |
Artists and Game Design Documents: From Interpretation to Implementation
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Mar 2004 |
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Autonomous Real-Time Camera Agents in Interactive Narratives and Games
|
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Sep 2004 |
* 4 |
Aviators, Moguls, Fashionistas and Barons: Economics and Ownership in Second Life
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Mar 2000 |
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Bad Game Designer, No Twinkie! II
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Feb 2002 |
* 1 |
Bad Game Designer, No Twinkie! III
|
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May 2003 |
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Bad Game Designer, No Twinkie! IV
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Jun 2004 |
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Bad Game Designer, No Twinkie! V
|
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Mar 1998 |
* 1 |
Bad Game Designer, No Twinkie!"
|
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May 2001 |
* 8 |
Baldur's Gate II: The Anatomy of a Sequel
|
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Apr 1999 |
* 4 |
Beginning Level Design Part 2: Rules to Design By and Parting Advice
|
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Apr 1999 |
* 6 |
Beginning Level Design, Part 1: Level Design Theory
|
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Apr 2001 |
* 7 |
Behavioral Game Design
|
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Apr 2002 |
* 1 |
Better Game Design Through Cutscenes
|
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Aug 2003 |
* 2 |
Better Game Design through Data Mining
|
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Jun 2005 |
|
Better Games Through Usability Evaluation and Testing
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Mar 2003 |
* 4 |
Beyond Psychological Theory: Getting Data that Improves Games
|
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Dec 2004 |
* 9 |
Book Excerpt: "A Theory of Fun for Game Design" - What Games Aren't
|
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Oct 2004 |
* 1 |
Book Review: 3D Game-Based Filmmaking:
The Art of Machinima
|
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Mar 2004 |
|
Book Review: Andrew Rollings and Ernest Adams on Game Design
|
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Mar 2004 |
* 1 |
Book Review: Chris Crawford on Game Design
|
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Apr 2005 |
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Book Review: Chris Crawford on Interactive Storytelling
|
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Aug 2004 |
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Book Review: Creating Emotion in Games
|
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Jul 2000 |
|
Breaking the Rules (Ernest Goes To The Movies)
|
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Apr 2001 |
* 5 |
Brian Moriarty on Text RPGs and Skotos Tech
|
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Jun 1998 |
* 1 |
Cartographic Cartwheels
|
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Jun 2000 |
* 3 |
Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games, Part Two
|
|
Jun 1997 |
* 1 |
Collaborating in Game Design
|
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Nov 2001 |
|
Conceptual Design: Understanding and Communicating Form
|
|
Mar 2000 |
* 6 |
Constructive Politics in a Massively Multiplayer Online Roleplaying Game
|
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Sep 1997 |
* 1 |
Creating a Great Design Document
|
|
Sep 2002 |
* 1 |
Creating Effective Groups and Group Roles in MMP Games
|
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Sep 2001 |
* 4 |
Creating Games using J2ME
|
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Nov 1998 |
|
Creating Opponents for Wargames
|
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Mar 2004 |
* 1 |
Cross-Platform User Interface Development
|
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Jul 1998 |
* 1 |
Cutting Cut Scenes, Or How To Stay Under 5 CDs And Still Have a Fun Game
|
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May 2000 |
* 2 |
Cutting to the Chase: Cinematic Construction for Gamers
|
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Dec 2000 |
* 3 |
Cyberspace in the 21st Century : Foundations II
|
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Mar 2000 |
|
Cyberspace in the 21st Century: Cyberspace and Twelve Monkeys
|
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Dec 2000 |
* 3 |
Cyberspace in the 21st Century: Foundations
|
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Jan 2000 |
* 1 |
Cyberspace in the 21st Century: Mapping the Future of Massive Multiplayer Games
|
|
Feb 2001 |
* 5 |
Cyberspace in the 21st Century: Part Five, Scalability With a Big 'S'
|
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Aug 2002 |
* 1 |
Cyberspace in the 21st Century: Part Seven, Security is Relative
|
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Dec 2000 |
* 2 |
Cyberspace in the 21st Century: Stability Before Security
|
|
Mar 2004 |
* 2 |
Daniel James on Puzzle Pirates, Online Community Management, Cutlass Waving
|
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May 2000 |
* 2 |
Death (and Planescape: Torment)
|
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Apr 2003 |
|
Defining the Physical Dimension of a Game Setting
|
|
Feb 2004 |
|
Design and Development of Simulation/Game Software: Implications for Higher Education
|
|
Aug 2000 |
* 7 |
Designer's Notebook: Casual Versus Core
|
|
Sep 1999 |
* 1 |
Designing and Developing Sports Games
|
|
Dec 2002 |
* 2 |
Designing and Integrating Puzzles in Action-Adventure Games
|
|
Mar 2000 |
* 1 |
Designing Design Tools
|
|
Apr 1999 |
* 3 |
Designing Enemies With Distinct Functions
|
|
Jan 2000 |
* 1 |
Designing for Kids: Infusions of Life, Kisses of Death
|
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May 1999 |
|
Designing Games for Novice Gamers
|
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Jul 2001 |
* 1 |
Designing Interactive Theme Park Rides:Lessons From Disney's Battle for the Buccaneer Gold
|
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Sep 2001 |
* 2 |
Designing Mobile Games For WAP
|
|
Dec 2000 |
|
Designing Need-Based AI for Virtual Gorillas
|
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May 2004 |
|
Designing with Gameplay Modes and Flowboards
|
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Jun 1997 |
|
Developing Games For Coin-Op
|
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Mar 2003 |
* 5 |
Developing Online Console Games
|
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Feb 2004 |
* 1 |
Developing Your Own Replay System
|
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Dec 1997 |
|
Discussing Multiplayer Online Games with Digital Arcana's Jeffrey Sullivan
|
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Jun 2005 |
|
Doctoral Thesis: Story Games and the OPIATE System
|
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Feb 2001 |
* 8 |
Dogma 2001: A Challenge to Game Designers
|
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Jul 2004 |
* 2 |
Doing Mushrooms, Miyamoto-Style
|
|
Nov 1997 |
|
Dr. Livingstone, I Presume?
|
|
Nov 2004 |
* 2 |
Dramatic Novelty in Games and Stories
|
|
Jul 1997 |
* 2 |
DVD: A Game Developer's Survival Guide
|
|
May 2005 |
|
E3 Report: Education Arcade - Case Studies: Civilization
|
|
Jan 2005 |
|
Educational Games Don't Have to Stink!
|
|
Mar 2004 |
|
Encouraging Innovation in Game Development
|
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Dec 2005 |
|
Enhancing the Effectiveness of In-Game Advertising
|
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Mar 2004 |
|
Entertainment Experience First, Videogame Second: The Making of the Return of the King
|
|
Sep 2004 |
* 1 |
Environmental Storytelling Part III:
Lessons Learned in the Virtual World
|
|
Apr 2000 |
* 2 |
Environmental Storytelling, Part II: Bringing Theme Park Environment Design Techniques to the Virtual World
|
|
Mar 2000 |
* 8 |
Environmental Storytelling:Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry
|
|
Dec 2004 |
|
Ethics of Game Design
|
|
Sep 2004 |
* 1 |
Event Wrap-Up: Austin Game Conference and Women's Game Conference
|
|
Sep 2003 |
|
Evolution of Interaction Schemes in Computer Role-Playing Games
|
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Jul 2004 |
|
First-Person Control Design for Dual Analog Stick Controllers
|
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Dec 2004 |
* 5 |
Fluttering Off the Beaten Path - Cecropia Tries Game, 2D Animation 'Interactive Film' Hybrid
|
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Jul 1999 |
* 3 |
Formal Abstract Design Tools
|
|
Jul 2002 |
* 4 |
Four Ways to Use Symbols to Add Emotional Depth to Games
|
|
Jun 2002 |
* 3 |
From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication
|
|
May 1998 |
|
From Creatures to Androids: An Interview with Toby Simpson of CyberLife
|
|
Nov 1998 |
* 5 |
Game AI: The State of the Industry
|
|
Mar 2003 |
* 1 |
Game Design Methods: A 2003 Survey
|
|
Mar 2002 |
* 3 |
Game Design: Secrets of the Sages : Creating Characters, Storyboarding, and Design Documents
|
|
Nov 2004 |
* 1 |
Game Design: Theory & Practice Second Edition:
"Not All Game Design Documents Are Created Equal"
|
|
Dec 2004 |
|
Game Design: Theory & Practice Second Edition: "Interview with Jordan Mechner"
|
|
Jun 2001 |
* 1 |
Game Design: Theory and Practice, Chapter Seven, The Elements of Gameplay
|
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Apr 2001 |
* 2 |
Game Developers Conference 2001: An AI Perspective
|
|
Oct 2003 |
* 2 |
Game Taxonomies: A High Level Framework for Game Analysis and Design
|
|
Jun 1998 |
|
Games and Instruments: Two Ways to Play
|
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Feb 1998 |
* 3 |
Games for Girls? Eeeeewwww!
|
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Jun 2001 |
* 1 |
Games with a Day Job: Putting the Power of Games to Work
|
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May 2003 |
* 1 |
GDC 1999 Video: Shigeru Miyamoto's Keynote Address
|
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May 2003 |
* 1 |
GDC 2000 Video: Yu Suzuki's Keynote Address
|
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Jul 2001 |
* 1 |
GDC 2001 Interview: Paul Jaquays
|
|
Jun 2002 |
* 3 |
GDC 2002 Web Lecture: Building a Data-Driven Game Engine for Age of Mythology
|
|
Jun 2002 |
* 1 |
GDC 2002 Web Lecture: Systemic Level Design for Emergent Gameplay
|
|
Apr 2002 |
* 2 |
GDC 2002: Manhattan as Muse: New York City as a Conceptual Tool
|
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May 2002 |
|
GDC 2002: Realistic Level Design for Max Payne
|
|
Apr 2002 |
* 1 |
GDC 2002: Social Activities: Implementing Wittgenstein
|
|
Apr 2003 |
* 1 |
GDC 2003 Video: Will Wright's "Dynamics For Designers"
|
|
Mar 2003 |
|
GDC 2003: Designing Original Games Based On Licensed Properties
|
|
Mar 2005 |
* 61 |
GDC Report: Will Wright's "The Future of Content" Lecture
|
|
Nov 2001 |
* 2 |
GDCE 2001 Web Lecture: From PC to Next Generation Console
|
|
Feb 1998 |
* 2 |
Girl Games: Adventures in Lip Gloss
|
|
Mar 2005 |
* 104 |
Global Mobile Games: New Business Models, Hit Games, and Mobile People from Around the Planet
|
|
Nov 1999 |
* 4 |
Glory and Shame: Powerful Psychology in Multiplayer Online Games
|
|
Mar 2004 |
* 3 |
Gonzalo Frasca Discusses Academia and Political Gaming
|
|
Jul 2001 |
* 2 |
Great Expectations: Building a Player Vocabulary
|
|
May 1998 |
|
Gulliver and Game Design
|
|
Mar 2005 |
* 1 |
Hal Barwood on Integrating Narrative into Play
|
|
Sep 1998 |
|
Hanging Out in the Lobby
|
|
Oct 2003 |
* 1 |
Hardware Designers: Talk to Us!
|
|
Aug 1997 |
* 1 |
Has Origin Created the First True Online Game World?
|
|
Mar 1998 |
* 3 |
Hiring Game Designers
|
|
Mar 2005 |
* 1 |
How Can You Tell if a Videogame is Rubbish?
|
|
Nov 2003 |
|
How Funcom Squashed Bugs With Bugzilla
|
|
Dec 2004 |
|
How Many Endings Does a Game Need?
|
|
Feb 1999 |
|
How To Be Weird
|
|
Dec 1998 |
* 1 |
How to Get Started in the Game Industry: Part 1
|
|
Dec 1998 |
* 1 |
How to Get Started in the Game Industry: Part 2
|
|
Jul 2000 |
* 13 |
How to Hurt the Hackers: The Scoop on Internet Cheating and How You Can Combat It
|
|
Jan 2006 |
|
How to Pick Up Women: LimeLife's Kristin McDonnell on Female Gamers
|
|
Oct 1999 |
|
I Can't Keep Up!
|
|
Apr 1998 |
|
Implementing God* in the Online World
|
|
Sep 2002 |
* 2 |
Implementing Stories in Massively Multiplayer Games
|
|
Mar 2004 |
* 5 |
Improving Player Choices
|
|
Jul 1998 |
* 1 |
In Memoriam: Danielle Berry
|
|
Jul 2003 |
* 1 |
In the Beginning Was the Word
|
|
Dec 2003 |
|
Inside a Game Design Company
|
|
Jul 2001 |
* 3 |
Instant Replay : Building a Game Engine with Reproducible Behavior
|
|
Apr 2004 |
|
Instrumentation: The Game Composer's New Challenge
|
|
Jun 2004 |
* 1 |
Interactive Narrative: Theory and Practice
|
|
Mar 2005 |
|
Interactive Narratives Revisited: Ten Years of Research
|
|
Aug 1997 |
* 1 |
Internet Game Design
|
|
Jan 1999 |
|
Interstate '76 and the Principle of Harmony
|
|
Jul 2001 |
* 2 |
Interview with American McGee
|
|
Jun 1998 |
|
Interview with Fredrik Liliegren from Digital Illusions
|
|
Jun 1997 |
|
Interview with Gary Grigsby
|
|
Sep 1999 |
* 1 |
Interview with Graeme Devine of id software
|
|
May 2001 |
* 3 |
Interview with Minh Le
|
|
Oct 1998 |
|
Interview with Toby Gard of Confounding Factor
|
|
Nov 2003 |
* 2 |
Interview: Bruce Shelley: The Mythology Of Empires
|
|
Jun 2005 |
|
Into the Woods: A Practical Guide to the Hero's Journey
|
|
Sep 2001 |
* 2 |
Is That a Game in Your Pocket, Or Are You Just Happy to See Me?
|
|
Mar 2001 |
* 2 |
It's All in Your Mind : Visual Psychology and Perception in Game Design
|
|
Nov 1999 |
|
It's Time to Bring Back Adventure Games
|
|
Oct 2001 |
* 3 |
Keeping the Pirates at Bay:Implementing Crack Protection for Spyro: Year of the Dragon
|
|
Aug 2004 |
* 3 |
Kicking Butt by the Numbers: Lanchester's Laws
|
|
Nov 1999 |
* 2 |
Learn Faster to Play Better: How to Shorten the Learning Cycle
|
|
Mar 2004 |
* 1 |
Learning by Design: Games as Learning Machines
|
|
Mar 1999 |
|
Let’s Put the Magic Back in Magic
|
|
Jul 2001 |
|
Levels of Complexity: A Level-Design Methodology, Part One
|
|
Apr 1998 |
|
Life After Twitch: An Interview with Margo Nanny
|
|
Jun 1997 |
|
Looking Ahead: 10 Challenges for Designing Online Games and Communities
|
|
Apr 2002 |
|
Lost Along The Way: Design Pitfalls on the Road from Concept to Completion
|
|
Jan 2004 |
* 1 |
Lost In Translation--Japanese and American Gaming's Culture Clash
|
|
Oct 2003 |
* 1 |
Manager In A Strange Land: ! / $
|
|
Nov 2003 |
* 1 |
Manager In A Strange Land: Benchmarking, Part 1
|
|
Nov 2003 |
* 1 |
Manager In A Strange Land: Benchmarking, Part 2
|
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Apr 2004 |
|
Manager In A Strange Land: Better Communication Through Software
|
|
Oct 2003 |
* 2 |
Manager In A Strange Land: Books Are Good
|
|
Dec 2003 |
* 1 |
Manager In A Strange Land: Churning
|
|
Dec 2003 |
* 1 |
Manager In A Strange Land: Collaborating With Wiki
|
|
Dec 2003 |
* 2 |
Manager In A Strange Land: Content Turnaround
|
|
Jan 2004 |
* 2 |
Manager In A Strange Land: Crunch
|
|
Oct 2004 |
* 1 |
Manager In A Strange Land: Dependencies, Part One
|
|
Nov 2004 |
* 2 |
Manager In A Strange Land: Dependencies, Part Two
|
|
Feb 2004 |
* 2 |
Manager In A Strange Land: Milestones Considered Harmful?
|
|
Oct 2003 |
* 2 |
Manager In A Strange Land: Most Projects Suck
|
|
Jan 2004 |
* 1 |
Manager In A Strange Land: Multi-Class Characters
|
|
Jul 2004 |
* 2 |
Manager In A Strange Land: Old-Fashioned Communication
|
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Jan 2004 |
|
Manager In A Strange Land: Optimizing A Team
|
|
Dec 2003 |
* 1 |
Manager In A Strange Land: Reining In Enthusiasm
|
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Jan 2004 |
* 1 |
Manager In A Strange Land: Reuse and Replace
|
|
Aug 2004 |
* 1 |
Manager In A Strange Land: Sliding Democracy
|
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Mar 2004 |
* 1 |
Manager In A Strange Land: The Czar Chart
|
|
Feb 2004 |
* 1 |
Manager In A Strange Land: The Dead Zone
|
|
Nov 2003 |
* 1 |
Manager In A Strange Land: The Second Law of Bad Management
|
|
Nov 2003 |
* 4 |
Manager In A Strange Land: Turnaround Time
|
|
Sep 2004 |
* 2 |
Manhunt to Mortal Kombat: The Use and Future Use of Violence in Games
|
|
Aug 2003 |
* 4 |
Marc Laidlaw On Story And Narrative In Half-Life
|
|
Oct 2003 |
|
Mediating User Interaction in Narrative-Structured Virtual Environments
|
|
May 2005 |
|
Mobile Postmortem: Bill & Ted's Excellent Adventure
|
|
Apr 2003 |
|
More Sex(es) in Computer Games
|
|
Sep 1998 |
* 1 |
Multi-Player Lobbying, Or, Gathering the Team
|
|
Jan 2002 |
* 3 |
Music for Myst III: Exile : The Evolution of a Videogame Soundtrack
|
|
Aug 2001 |
* 1 |
My "Next" Games: Families, Psychology, and Murder
|
|
Nov 2004 |
* 13 |
Natural Funativity
|
|
Jan 1998 |
|
Not Just Another Scary Face
|
|
Aug 2003 |
|
Not Just Rappers and Athletes: Minorities in Videogames
|
|
Nov 2003 |
|
Object Oriented Story Construction in Story Driven Computer Games
|
|
Feb 1998 |
* 2 |
Online Gaming: Why Won't They Come?
|
|
Mar 2000 |
* 2 |
Online Justice Systems
|
|
Sep 1999 |
* 1 |
Pedersen's Principles on Game Design and Production
|
|
Mar 1999 |
* 1 |
Pedersen's Principles on Game Design and Production
|
|
Dec 2003 |
* 3 |
Personality Parameters: Flexibly and Extensibly Providing a Variety of AI Opponents' Behaviors
|
|
Nov 1999 |
* 1 |
Player Character Concepts
|
|
Aug 2005 |
|
Playing at Reality: Exploring the Potential of the Digital Game as a Medium for Science Communication
|
|
Apr 2000 |
* 2 |
Playing for Keeps: Developing Casino Games
|
|
Oct 2003 |
* 1 |
Policing Online Games: Digital Currency
|
|
Jul 2004 |
* 1 |
Postmodernism and the Three Types of Immersion
|
|
Jul 1998 |
* 2 |
Postmortem - Myth: The Fallen Lords
|
|
Jan 2004 |
* 2 |
Postmortem:
Disney Online's Toontown
|
|
Oct 2004 |
* 2 |
Postmortem:
Nayantara's Star Chamber
|
|
Oct 2004 |
* 3 |
Postmortem:
Stardock's The Political Machine
|
|
Dec 1999 |
* 3 |
Postmortem: Activision's Heavy Gear 2
|
|
Dec 2002 |
* 4 |
Postmortem: BioWare's Neverwinter Nights
|
|
Oct 2000 |
* 10 |
Postmortem: Blizzard Entertainment's Diablo II
|
|
May 2001 |
* 1 |
Postmortem: Cutler Creative's Last Call
|
|
Dec 1998 |
* 2 |
Postmortem: DreamForge's Sanitarium
|
|
Mar 2000 |
* 3 |
Postmortem: Ensemble Studios’ Age of Empires II: The Age of Kings
|
|
Dec 2003 |
* 1 |
Postmortem: Eutechnyx' Big Mutha Truckers
|
|
May 2002 |
* 2 |
Postmortem: Factor 5's Star Wars Rogue Leader: Rogue Squadron II
|
|
Dec 2002 |
* 1 |
Postmortem: Gas Powered Games' Dungeon Siege
|
|
Dec 2000 |
* 8 |
Postmortem: Ion Storm's Deus Ex
|
|
Dec 1999 |
* 5 |
Postmortem: Irrational Games' System Shock 2
|
|
Jun 2001 |
* 10 |
Postmortem: Lionhead Studios' Black & White
|
|
Jul 1999 |
* 4 |
Postmortem: Looking Glass's Thief: The Dark Project
|
|
Aug 2001 |
* 4 |
Postmortem: Lucas Arts' Star Wars Starfighter
|
|
Aug 1999 |
* 2 |
Postmortem: LucasLearning's Star Wars DroidWorks
|
|
Apr 2001 |
* 4 |
Postmortem: Micro Forte' s Fallout Tactics
|
|
Apr 2001 |
* 2 |
Postmortem: Minds Eye's Sheep
|
|
Jun 2001 |
* 5 |
Postmortem: Monolith's No One Lives Forever
|
|
Jul 2002 |
* 5 |
Postmortem: Naughty Dog's Jak and Daxter: the Precursor Legacy
|
|
Sep 2001 |
* 2 |
Postmortem: Ngame's Chop Suey Kung Fu
|
|
Aug 2002 |
* 4 |
Postmortem: Pixelogic's The Italian Job
|
|
Feb 2001 |
* 5 |
Postmortem: Raven Software's Star Trek: Voyager—Elite Force
|
|
Jan 2000 |
* 3 |
Postmortem: Red Storm's Rainbow Six
|
|
Dec 2000 |
* 3 |
Postmortem: Ritual Entertainment's Heavy Metal: F.A.K.K. 2
|
|
Jan 2000 |
* 3 |
Postmortem: Shiny Entertainment's Wild 9
|
|
Mar 2000 |
* 3 |
Postmortem: Sierra's SWAT3: Close Quarters Battle
|
|
Oct 1997 |
* 2 |
Postmortem: SSI's Dark Sun Online: Crimson Sands
|
|
Nov 1999 |
* 3 |
Postmortem: Star Trek: Hidden Evil
|
|
Oct 2001 |
* 2 |
Postmortem: Startopia
|
|
Apr 2000 |
* 3 |
Postmortem: Surreal Software’s Drakan: Order of the Flame
|
|
Feb 2004 |
* 1 |
Postmortem: The Collective's Indiana Jones and the Emperor's Tomb
|
|
Jun 2004 |
* 1 |
Postmortem: The Game Design of Surreal's The Suffering
|
|
Dec 1999 |
* 3 |
Postmortem: The X-Files
|
|
Jun 2000 |
* 3 |
Postmortem: Tony Hawk's Pro Skater (Dreamcast)
|
|
Aug 2002 |
* 1 |
Postmortem: Ubi Soft China’s Music Up -- Summer Rainbow
|
|
Feb 2000 |
* 2 |
Postmortem: Zombie’s SpecOps: Rangers Lead the Way
|
|
Apr 2000 |
* 3 |
Postmortem:Westwood Studios’ Command & Conquer: Tiberian Sun
|
|
Jun 2003 |
* 3 |
Power Balancing: An Interview With Chris Crawford
|
|
Sep 1997 |
|
Power to the Kids!
|
|
Oct 2005 |
|
Proof of Learning: Assessment in Serious Games
|
|
Apr 1998 |
|
Punch Kick Punch: A History of One-On-One Beat-'Em-Ups
|
|
Apr 2000 |
* 3 |
Puzzled at GDC 2000: A Peek Into Game Design
|
|
Feb 2005 |
* 5 |
Question Of The Week Responses: Moral Responsibilities of Game Creators
|
|
Feb 2004 |
|
Random Thoughts on Mobile Games
|
|
Sep 2002 |
* 3 |
Reflections from GDC Europe: It's A Complex (Game) World
|
|
Aug 1999 |
* 2 |
Reflections on the Colorado School Massacre
|
|
Jan 1999 |
|
Remodeling RPGs for the New Millennium
|
|
Jul 2001 |
* 1 |
Replayability, Part 2: Game Mechanics
|
|
May 2001 |
* 3 |
Replayability, Part One: Narrative
|
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Nov 2003 |
* 5 |
Riffing on Tolkien: The Conceptualization, Production, and Dissemination of Music in The Lord of the Rings
|
|
Feb 2000 |
* 3 |
Rising from the Ranks: Ratings for Multiplayer Games
|
|
Jul 1999 |
* 2 |
Secrets of the Sages: Level Design
|
|
Jul 1997 |
* 2 |
Security in Online Games
|
|
Nov 2000 |
* 1 |
Sex in Videogames : Part 3: Dramatic Significance
|
|
Sep 2000 |
* 2 |
Sex in Videogames, Part 1: Seduction
|
|
Oct 2000 |
* 2 |
Sex in Videogames, Part 2: Explicit Sex
|
|
Apr 1999 |
* 1 |
Shut Up and Design!
|
|
Jul 1999 |
* 2 |
Simplification
|
|
Nov 2004 |
* 4 |
Soapbox: On Girls and Video Games
|
|
Dec 2004 |
|
Soapbox: Technoholism - A 12-step Recovery Plan
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|
Feb 2005 |
|
Soapbox: Warning - Playing Video Games May Pose a Serious Risk to Your Health
|
|
Nov 2004 |
* 1 |
Soapbox: Why Virtual Worlds are Designed By Newbies - No, Really!
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Feb 2000 |
* 2 |
Some Thoughts on Archaic Language
|
|
Dec 2003 |
|
Spatial Principles of Level-Design in Multi-Player First-Person Shooters
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|
Mar 2006 |
|
Spore: Pre-Production Through Prototyping
|
|
Jul 2002 |
* 2 |
Stop Calling Games "Addictive"!
|
|
Apr 2003 |
* 2 |
Structuring Key Design Elements
|
|
Jun 1998 |
|
Teach A Boy To Shoot…
|
|
Nov 1999 |
* 2 |
Teaching an Old Dog New Bits: How Console Developers are Able to Improve Performance When the Hardware Hasn't Changed
|
|
May 2002 |
* 2 |
Technology Inspires Creativity: Indie Game Jam Inverts Dogma 2001!
|
|
Nov 2001 |
|
Temptation and Consequence: Dilemmas in Videogames
|
|
Oct 1999 |
* 4 |
The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal
|
|
Dec 1999 |
* 4 |
The Anatomy of a Design Document, Part 2: Documentation Guidelines for the Functional and Technical Specifications
|
|
May 2004 |
* 4 |
The Anti-Communist Manifesto
|
|
Jul 2001 |
* 3 |
The Architecture of Level Design
|
|
Sep 2003 |
* 3 |
The Birth Of The Mobile MMOG
|
|
Dec 1999 |
* 5 |
The Cabal: Valve’s Design Process For Creating Half-Life
|
|
Oct 2001 |
* 2 |
The Day the "Fun" Became Real
|
|
Nov 2002 |
* 1 |
The Designer’s Notebook Turns Five: A Look Back
|
|
Jan 2003 |
|
The Designer's Notebook: What Kind of Designer Are You?
|
|
Nov 2005 |
|
The End Of Copyright
|
|
Mar 2004 |
* 2 |
The Experimental Gameplay Workshop
|
|
Sep 1999 |
* 12 |
The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter
|
|
Nov 2003 |
* 4 |
The intranet gets serious: Part 2: making knowledge sharing work
|
|
Nov 2003 |
* 1 |
The Making Of The First Symphonic Game Music Concert In Europe
|
|
Sep 1999 |
* 1 |
The Masquerade Ball in the Lobby Area
|
|
Nov 2002 |
* 3 |
The Method: A Model for Game Design by Mark Cerny
|
|
Oct 2004 |
* 1 |
The Perils of Bottom-up Game Design
|
|
Jul 2004 |
* 2 |
The Potential of America's Army as Civilian Public Sphere
|
|
Apr 2005 |
|
The Psychology Behind Games
|
|
Feb 2002 |
* 2 |
The Psychology of Choice
|
|
Nov 2000 |
* 1 |
The Right Kind of Beauty
|
|
Oct 2002 |
* 2 |
The Role of Architecture in Videogames
|
|
Apr 2004 |
|
The Secret's in the Schedule: Bending The Mythical Man-Month
|
|
Apr 2004 |
* 1 |
The Secret's in the Schedule: Bending The Mythical Man-Month
|
|
May 1999 |
|
The Slippery Slope of Advertising
|
|
Nov 2004 |
* 5 |
The State Of Church: Doug Church on the Death of PC Gaming and the Future of Defining Gameplay
|
|
Oct 1997 |
* 1 |
The Storm Speaks: An Interview with Mike Wilson, ION Storm's CEO
|
|
Dec 2004 |
* 8 |
The Theory of Game Relativity and its Link to Design Innovation, Predicting Emergent Gameplay
|
|
Oct 2005 |
|
The Unique Design Challenge of Pinball Simulations
|
|
Aug 1998 |
|
The VR Gorilla-Rhino Test
|
|
Jul 2001 |
* 1 |
Three Inspirations for Creative Level Design
|
|
Dec 1999 |
* 8 |
Three Problems for Interactive Storytellers
|
|
Oct 2003 |
* 6 |
Tokyo Game Show 2003
|
|
Oct 2004 |
* 3 |
Tokyo Game Show: Developer Conversations
|
|
Jun 1999 |
|
Tolkien, Beethoven, Vision
|
|
Oct 2002 |
|
Track and Field Game Mechanics
|
|
Aug 2003 |
|
Tuning Puzzle Games for Non-Puzzle Gamers
|
|
Jun 2001 |
|
Turning a Linear Story into a Game: The Missing Link between Fiction and Interactive Entertainment
|
|
Sep 2003 |
|
Unencumbered Full Body Interaction in Video Games
|
|
Sep 2004 |
* 4 |
Unmasking the Avatar:
The Demographics of MMO Player Motivations, In-Game Preferences, and Attrition
|
|
May 2003 |
* 3 |
Using The Evolution Of Black And White As An Example Of Next Generation Development Ethos
|
|
Nov 2000 |
* 1 |
Using the Hero's Journey in Games
|
|
Aug 2003 |
|
Video Games: Perspective, Point-of-View, and Immersion
|
|
Apr 2003 |
|
Warren Spector's "Sequels and Adaptations: Design Innovation in a Risk-Averse World"
|
|
May 2004 |
|
Watching Games And Playing Movies: The Influence Of Cinema On Computer
|
|
Sep 2004 |
* 2 |
Weaving the Threads: Storytelling in City Of Heroes
|
|
May 2003 |
* 1 |
What Are The Cultural Borderlines Of Games?
|
|
Jan 2003 |
* 3 |
What Designers Need to Know About Physics
|
|
Jul 2005 |
|
What Every Game Developer Needs to Know about Story
|
|
Jan 2004 |
* 1 |
What Evil Lurks in the Hearts of NPCs?
|
|
Dec 2001 |
* 2 |
What I Did During My Summer Vacation: Developing a Game in 13 Weeks
|
|
Mar 2005 |
* 106 |
What Makes Music for Games "Music for Games"?
|
|
Feb 2005 |
* 1 |
What's On the Designer's Bookshelf?
|
|
Sep 1997 |
|
Where We SHOULD Be Going With Online RPGs
|
|
Jul 2001 |
* 1 |
Where's the Design in Level Design?, Part One
|
|
Jul 2001 |
* 1 |
Where's the Design in Level Design?, Part Two
|
|
Dec 1997 |
|
Why "On-Line Community" is an Oxymoron
|
|
Mar 2005 |
* 2 |
Why Isn't the Game Industry Making Interactive Stories?
|
|
Sep 2001 |
* 2 |
Wireless Entertainment: The State of Play
|
|
Aug 1998 |
|
Yer Such A Character...Or, Who Do You Want To Be When You Stop Growing Up?
|
|
Jul 2005 |
|
You Must Play Facade, Now!
|
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