Sometime back, I discovered Procedural Content Generation for Games, a book about using the computer to create or help to create game content such as levels, landscapes, rules, story lines, or any number of things.
The chapters are available in PDF form on the website for free. Each corresponds with a lecture for . . . → Read More: A Book on Procedural Content Generation
Adam Saltsman is the creator of Canabalt and founder of Finji, which is behind the Overland screenshots you may have seen him post on Twitter.
He’ll be giving a talk today at GDC called “Deciding What to Make: A Greenlight Process for Commercial Indies”.
People who attend will learn how to improve their ability . . . → Read More: Should You Work with a Publisher or Self-Publish? #NotGDC
Zach Gage of Choice Provisions was the System Designer of Tharsis, a turn-based space strategy game involving dice and cannibalism.
Dice? Many video games involve random number generators, and some games such as Roguelikes use random numbers inspired by dice used in Dungeons & Dragons.
But Tharsis doesn’t just use random numbers to dictate . . . → Read More: The Systems Design of Tharsis
I’ve written in the past about designing games for color blind players because I believe accessibility is important. It doesn’t take too much effort, and a significant number of players will appreciate it.
Alan Zucconi wrote a multiple-page, interactive tutorial on making your game accessible to color blind players.
He provides a shader that . . . → Read More: Making Your Game Accessible to People Who Are Color Blind
Recently I volunteered at an event in which I facilitated a simple math game for 10 minute sessions with a rotating group of children ranging in age from 4 to 7 years old.
The event I volunteered at was a celebration for refugee children who had just finished taking one of their last math tests . . . → Read More: Improving a Game’s Design in Mere Minutes