Letting the player draw her own difficulty curve [Destructoid likes to invite game developers to write editorials for us from time to time. Their opinions don't necessarily represent Destructoid as a whole, but they sure are interesting. Here is a fun one on how Fire Emblem... read feature
I absolutely love the SCUMM period of Lucasfilm Games (later LucasArts) development and this document gives insight into the game that started it all.
It's interesting to see that although the Edison family stayed much the sa... read
There are hard line stances against cut scenes ("cheating"!), Kojima considering them a natural outlet for all the movies he watched, and developers considering them one of many useful tools in this new Critical Path&nb... read
Critical Path is a documentary series featuring interviews with influential members of the videogame industry. In this episode, the topic of discussion is controllers and input.
I found one section to be particularly interes... read
The good folks at Giant Bomb linked us to this fascinating blog on game foliage. Alex Swaim's Video Game Foliage is my newest Tumblr follow because it's so weird and specific that I'll always want to hear what ... read
Exactly one week ago, E3 was in full-swing in the bright city of Los Angles, California, and a brand new little event was quietly gearing up to happen. That lil' happening was HORIZON. Billed as an "alternative E3 event" and ... read
New data put forth by the Entertainment Software Association (ESA) shows a promising increase in the availability and popularity of videogame design programs within U.S. summer camps. With more than 100 camps and 690 programs... read
Jade Raymond, Ubisoft Toronto's Managing Director, doesn't believe that the continually expanding budgets and costs of AAA game development are necessary, in fact, she thinks they need to stop.
Speaking with Gamasutra at GDC,... read
If there's been on criticism of Halo over the years, it's the relative sameness of the experience.
Earlier today during a discuss of the new enemy designs in Halo 4, Scott Warner of 343 industries mentioned that some of their main inspirations for the development of the Promethean units were highly advanced, amorphous foes. read
The Boy Scouts of America has announced a new merit badge in game design. A part of the organization's efforts to become more relevant to 21st century life, the program has been crafted over the course of two years to be both... read
Hamish Todd is a game designer and journalist. His article on Castlevania's medusa heads just made the longlist for the games journalism prize. You can find out about his game, Music of the Spheres, here.
Some of the most fun... read
Critical Path, an upcoming documentary, is described as offering "a panoramic overview of the contemporary state of the videogame medium" that "unites luminaries from all sides of the industry as they offer insights into thei... read
The official blog for God of War has posted a new Q/A with the Lead Character Concept Artist for God of War: Ascension, Izzy, which takes an in-depth look at the first ever multiplayer boss encounter for the series, Poly... read feature
Artist, voice actor, melon farmer -- that's Arin "Egoraptor" Hanson in a nutshell. He launched into stardom on the Flash repository Newgrounds with his Awesome series, videogame parodies ranging from Metal Gear Solid to Knuck... read feature
A new census report from TIGA (a UK game industry trade organization) was released today, and it paints a picture for the future of the UK game industry. According to their census, 67% of UK game developers are appear to be t... read
Egoraptor's Sequelitis, if you haven't been following along, is a fairly new series that breaks down the game design advancements and downgrades between sequels, while also adding a bit of that manic Egoraptor pizzazz that w... read
After the notable successes of developers like The Behemoth, 2D Boy and Team Meat, more and more gamers are starting to pay attention to indie games. Whether it is for their visual style, their unique gameplay mechanics, or t... read feature
[Editor's note: Keith Burgun is the lead designer at Dinofarm Games, makers of 100 Rogues. He also writes for Gamasutra and teaches game design at the Katonah Art Center. Keith just attended the PRACTICE game design event at ... read feature
...I'll be happy to separate my red clothing from my whites. Until then, f*ck it. I feel like in this world of pocket-sized computers and electric cars we could have something that wouldn't stain our underwear pink ... read
There was a recent, rather interesting blog post on Entertainment Weekly’s website that asked: “What film directors would you follow anywhere?” Basically, the post talked about how important a director is wh... read feature
Game designer and researcher Jane McGonigal appeared on The Colbert Report tonight to promote her new book, Reality is Broken. In the interview, McGonigal discusses some of the potential for games when it comes to impro... read feature
Josh Bear, creative director at Twisted Pixel, loves gameplay. But over the years, he noticed that just having great gameplay is just not enough to create memorable experiences. You need characters with personality as well, o... read