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#Game design


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Video series The Game Makers now online and free to watch

It's been a week! As promised, the digital interview series The Game Makers: Inside Story is now online, watchable right here on YouTube. Look no further for lunch-break or late-night-snack material. This 10-part video series from director ...   read

 
 
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Video series The Game Makers brings together some of our favorite creators

The Academy of Interactive Arts & Sciences has rounded up prolific creators for an interview series called The Game Makers: Inside Story, and does that sound cool to you? It sounds cool to me! The 10-part series from director Jennie Ko...   read

 
 
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Learn how to make 20 iOS games this weekend for 20 bones

Don't waste another weekend watching Rick and Morty reruns with Doritos all over your chest (full disclosure: I may have recently done this). Get inspired and reinvent yourself as a mobile game developer this weekend. Why buy a game for a b...   read

 
 
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Women take over USC

Women outnumber men in the top game design school's graduate program

For the first time in the history of the University of Southern California -- the top video game design school in the United States, as ranked by The Princeton Review -- women outnumber men in its game design graduate program.  In 2011...   read

 
 
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save data

How does save data loss affect your enjoyment of a game?

Ever since the invention of save games, losing your progress has always been a major issue. Way back then, it wasn't as much of a problem, simply because it was inevitable -- the battery in your cartridge is dead. Easy fix: replace the batt...   read

 
 
Game Design photo
Game Design

Beards optional: Embedded difficulty decisions in Fire Emblem

[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 handles diffic...   read

 
 
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Maniac Mansion

Ron Gilbert releases original design document of Maniac Mansion

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 same as their ori...   read

 
 
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Critical Path
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What do you think about cut scenes?

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 video. I thi...   read

 
 
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Documentary
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Industry vets talk controllers in Critical Path documentary short

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 interesting. Speaking ...   read

 
 
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So there's a blog on videogame foliage

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 he has to say. ...   read

 
 


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HORIZON

Thoughts on HORIZON: An alternative E3 event

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 produced in coo...   read

 
 
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Videogame camp

Summer game design programs increase in popularity

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 in 26 states, ...   read

 
 
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Future of AAA games

Jade Raymond: AAA games will need more user content

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, she championed...   read

 
 
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Halo 4 enemies

GDC: Voltron, T1000 major inspirations for Halo 4 enemies

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 inspirati...   read

 
 
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Game Design Merit Badge

Boy Scouts of America unveils merit badge in game design

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 interesting an...   read

 
 
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Untold riches: The brilliance of Half-Life's barnacles

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 I've ever had ...   read

 
 
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Critical Path documentary focuses on big-name game devs

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 their craft and ref...   read

 
 
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Creation of Polyphemus in God of War: Ascension detailed

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, Polyphemus. For tho...   read

 
 
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Makin' faces and talking game design with Egoraptor

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 Knuckles' Chaotix, t...   read

 
 
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67% of UK game companies ditching retail games, says TIGA

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 turning their ba...   read

 
 
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Egoraptor turns a critical eye towards Castlevania IV

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 we all love so m...   read

 
 
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Interview: Hitbox Team on the art and design of Dustforce

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 their interestin...   read

 
 
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PRACTICE: Game Design in Detail impressions

[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 NYU, and has so...   read

 
 
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When doing laundry becomes a fun game...

...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 by now. But no....   read

 
 
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Is there a game designer you would follow anywhere?

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 when choosing wha...   read

 
 



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