One of my favorites: โLevel Design: In Pursuit of Better Levelsโ
t.co/MwvsXEjd95
@designheaddungeon.bsky.social
Carefully collected bits of game development wisdom.
One of my favorites: โLevel Design: In Pursuit of Better Levelsโ
t.co/MwvsXEjd95
@indiegameclinic.bsky.social on prototyping, feasibility testing, and game design intuition:
#gamedev
#gamedesign
Jonathan Blow on filling the emergent space created by interacting game mechanics:
#gamedev
#gamedesign
Game devs on what people get wrong about game dev:
#gamedev
#gamedesign
Today I'm musing about the importance of escalation in adventure stories & ttrpg sessions. Trying to come up with a list of possible ways to escalate. Mostly interested in the broad categories. In the following posts you can find what I came up with so far. Let me know what I am missing. #gamedev
18.05.2025 10:11 โ ๐ 15 ๐ 5 ๐ฌ 2 ๐ 0@slynyrd.bsky.social on pixel perfect parallax:
#gamedev
#gamedesign
new blog post: turned my gdc 2025 level design theory talk into a blog post www.blog.radiator.debacle.us/2025/05/spac...
10.05.2025 20:12 โ ๐ 1037 ๐ 306 ๐ฌ 20 ๐ 18Reservoir Sampling, a technique for selecting a fair random sample when you don't know the size of the set you're sampling from samwho.dev/reservoir-sa...
#gamedev #gamedevelopment #indiedev
few things are as good as a proper shader. i love this shit.
09.05.2025 12:33 โ ๐ 38 ๐ 5 ๐ฌ 2 ๐ 0The discourse around the design of Blue Prince has been fascinating, but I wanted to hit room 46 before weighing in. Minimal spoilers!
youtu.be/BItfjfaqW2Y
Also: how it fares as an information game, and how it overlaps with our next game idea.
Announcing my next game!๐ค
"Deedlee Doo! Carkour!"๐ฅ
-A game where you do parkour with a car using explosions
๐๐ฅ
-Everything in the game is made out of clay in real life๐จ
-The sound effects and music are all mouth sounds๐
Wishlist it now on Steam, out on May 12th, 2025!๐ธ
Dropping a little teaser demo soon.
Keep an eye on Keymailer (and inboxes)
:)
store.steampowered.com/app/3708790/...
Todayโs video turned out a bit of a monster; some reflections on genre, mode and mood in games, and how certain ways of categorising games can be confusing or unhelpful in the design process. youtu.be/3KJbYdNP5js?... #gamedev #gamedesign #indiedev
01.05.2025 20:03 โ ๐ 10 ๐ 5 ๐ฌ 0 ๐ 0Atlus's Kenichi Goto on designing turn-based combat for Metaphor: ReFantazio:
#gamedev
#gamedesign
๐จNEW DOC ALERT๐น๏ธ
In the forth episode of our Dwarf Fortress Series we revisit the brothers two years after launch to explore the ways in which their lives have changed forever, and the ways in which they've stayed the same.
WATCH: www.youtube.com/watch?v=I5zg...
Will you wishlist Replicube?
โSigns point to yesโ
s.team/a/3401490
@slynyrd.bsky.social on the pixel design of the dreaded 8-direction 3/4 top down projection character:
#gamedev
#gamedesign
This is exactly the kind of reporting I was hoping for when I subscribed to Aftermath aftermath.site/ai-video-gam...
08.04.2025 01:09 โ ๐ 30 ๐ 5 ๐ฌ 1 ๐ 0Building AI behaviors for flying/swimming machines in Horizon Forbidden West. David Speck (Guerrilla) breaks down Waterwing combat, movement & nav across air and water. Go watch the videoโthis oneโs packed.
www.youtube.com/watch?v=9dgH...
Procedural animation: inverse kinematics blog.littlepolygon.com/posts/twobone/
#gaamedev #gamedevelopment #indiedev #cpp
Watch the fourth and final episode of our Dwarf Fortress series right now on Patreon.
A massive thanks to the hundreds of new members who have signed up to support us during the run of this series. As an independent team doing fairly niche work, every penny counts.
www.patreon.com/posts/125850...
Hidetaka Miyazaki on design direction for Dark Souls:
#gamedev
#gamedesign
Itโs dangerous, of course, to stand up to such a powerful entity as The Player โ usually, The Player is the closest thing to a god in these little realities. The game does what they expect it to do. Whether the core loop is building a farm or shooting bad guys, most commercial games are different flavors of escapist fantasies. Even when power and domination donโt play an active part in that fantasy, players like to feel in control. Most of the time, our job as game designer is to make sure input is carefully related to output in a way that creates the impression that the player can predict the outcome of their various decisions and actions.
Check out this new article by @tanyaxshort.bsky.social on Disobedient Game Design, a short summary of the findings from the Polaris Game Design Retreat.
๐ Read on the Kitfox Medium account: kitfoxgames.medium.com/5245fbc0b774
New video on Outer Wilds. I examine the game from a design and philosophical perspective, attempting to place it among similar games (Majoraโs Mask). It is also a meditation on loops, liminal spaces, and the distances we travel to arrive where we are meant to be.
www.youtube.com/watch?v=ISm6...
Hidetaka Miyazaki on game design decisions behind the Bloodborne spiritual successor Duskbloods:
#gamedev
#gamedesign
missed our talk on civ viiโs narrative system? saw it but want to relive the magic before it gets added to the vault? well you are in luck! www.gamedeveloper.com/design/how-c...
30.03.2025 13:34 โ ๐ 101 ๐ 25 ๐ฌ 2 ๐ 3Cozy farming sim where your family saves a failing village, but your touch is instant death to all forms of life.
28.03.2025 11:41 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0A low poly screenshot of an in-game environment that was the very start of the game TUNIC, with a screenshot from the final game below it. Text overlayed says "How TUNIC started vs How it ended." The two screenshots look incredibly different.
How TUNIC started as an original concept versus how it ended ๐๐ฆ
#indiedev #tunic #tunicgame
๐จNEW DOC ALERT๐น๏ธ
In the second episode of our Dwarf Fortress series we tell the story of how this free ASCII game survived 16 years of development thanks to a remarkable community.
And the circumstances which pushed the creators to commercialize it.
youtube.com/watch?v=PiNe...