Recently had the opportunity to build 3 demos to demonstrate the power of game feel!
“Just add the crafting from Minecraft”
“Just add the BFG from Doom”
“Just add X from game Y”
How many times have you heard this?
Join me in this class is about building features that serve your game’s vision, not someone else’s.
www.intogames.courses/course/desig...
GodotCon 2026 is happening soon and it is time to submit your proposals!
🇳🇱 Amsterdam
📅 23-24 of April
📍Pathé Amsterdam Noord
The ticket shop up yet, but you can start submitting your proposals for talks or workshops using this link:
🔗 talks.godotengine.org/godotcon-ams...
damn this went hard
“We don’t need tutorials…”
Hi Internet! I'm Drew and THIS IS MY FACE.
If this GIF has ever brought you joy in the past, I humbly ask you to consider making a donation to the National MS Society. It would mean a lot to me and to those I know affected by the disease!
Donate at blinkingguy.com
Two months ago, I kicked off a weekly Level Design Resources series on LinkedIn.
Now that I’ve started reposting them here, I compiled them into a easy-to-access Archive on my portfolio!
marceloviannajr.myportfolio.com/level-design...
#gamedev #indiedev #leveldesign #gamedesign #learn #games
There is nothing in game development that cannot be fixed with refactoring, k-pop and caffeine
I strongly believe that mechanics should evoke theme. If I want fast, loose, cinematic action, I don't want to roll out a square grid and sit through ten minute turns. If I'm playing horror, I want to feel vulnerable. Different systems inherently feel different to play and contribute to the mood.
It's the 10th anniversary of Everybody's Gone to the Rapture. Here's a thread of images that very few people will have seen. Thanks to the opportunity that Sony Santa Monica gave us, we had the freedom to explore ideas, even if that meant we left a lot of amazing work on the cutting room floor...
Career journey of a game dev
Intern: I can't wait to learn how games are made!
Assoc: I can't believe that's how games are made
Mid: I still have no idea how games get made
Senior: No one knows how games are made
Leadership: I can't believe that game got made
Miro is a 4X real-time strategy game
One day I will open Unreal, validate FMOD and things will just… work.
But not today 😔
there are many kinds of people who make games. but also maybe we can be mostly boiled down to:
1: struggled in school, always a bit defiant, passionate about (game from when they were 13), neurodivergent
2: teacher's pet, people-pleaser, games saved their life, no other life skill, neurodivergent
This is really smart process, games should do this
i posted “Why making art matters: We no longer have a type of industry where we can chase financial success. We can only sustainably fail.” to @itch.io too!
it’s already got a few thoughtful comments 😌💕
itch.io/blog/913864/...
i do appreciate how this ended up being meaningful to people.
#GameDev
"It's not possible anymore to promise anyone a safe career in the game industry, if they just work hard enough, have enough of a portfolio, or pursue the right education. It is however possible to promise that anyone can be in the game space as artists, exploring what the craft means to them. "
Art time, I made Blutgang from Fire Emblem Three Houses!
I previously made Marianne's relic when FE3H first came out, but wanted to give it another bash after making Aymr for the 5th annviersary last year.
I cannot recommend enough Situational Game Design - it really elegantly walks us through the psychology of play while also helping us build a toolkit of understanding how players are going to engage with what we have planned for them :)
When I’m dealing with something quite big task-wise I always make sure I leave a smaller sub-task I really look forward to for the next day. That way rather than being daunted by the task I can’t wait to jump back in.
I call it ‘Having Desert for Breakfast’ method 😁
Silent Hill 2: Parliament Edition
went and wrote about gameplay loops :)
blog.joeyschutz.com/the-case-aga...
Leaning more into the Science-y bit (since Left Hand of Darkness was already suggested) I strongly recommend The 99% Invisible City - it translates things we see every day into context!
Also Robert Sheckley’s short stories (Douglas Adams quoted him as one of the biggest inspirations to Hitchhicker)
Also Card Draw kind of has a similar vibe and does integrate some interesting stuff with dice oddeyes.itch.io/carddraw
something gamers don’t know: in dev lore is secondary to your game systems. if the systems don’t function u ain’t got lore & if ur lore ain’t expanding on ur systems then u got two separate ideas not in agreement. figuring out what systems suggest is the primary story component in early dev
The reason crafting is in every game now: It's like money laundering for game designers
Let me explain.
RPGs that have a hungry stat should also have a hangry feat - instead of dying you deal and you take extra damage during combat but your dialogue options become more incoherent and bitchy