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How to Serendipity

It was my last day in Montreal. I had just finished lunch at a local landmark a friend had recommended. The rest of the day was wide open before a late flight back home to New York. I wandered for

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How to Survive Working with Remote Collaborators

For many game developers, the appeal of working with remote collaborators is hard to pass up. If you’re an indie, cutting out office space costs and commuting time is a no-brainer. If you’re an established studio, being able to work

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What Games Will Endure in the Ludic Century?

Haven’t you heard? The Ludic Century is upon us. As laid out in academic and game designer Eric Zimmerman’s “Manifesto for a Ludic Century,” the coming hundred years will be defined by interactivity, systems-based thinking and a focus on conscious

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The Indie’s Guide to Harnessing Press Momentum with Icarus Proudbottom

It’s impossible to accuse Icarus Proudbottom Teaches Typing of false advertising. After glancing at the title, you’d expect to find a goofy take on the earnest but dated educational games of yore like Mavis Beacon Teaches Typing, Number Munchers, and

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Accidental Journalism: Tracking Game Industry Layoffs with GameJobWatch.com

As in any industry, layoffs in the games business are an accepted reality. Anyone working in development or production today is acutely aware of the tumultuous state of games as the dominance of consoles gives way to a touchscreen-driven order,

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Game Development: Chemistry Set of the Internet Age

Chemistry Kids

Every video game, from World of Warcraft to Tic Tac Toe, has one thing in common: they are incredibly complex orchestrations of data. Even the simplest of games, when analyzed objectively, involve intricate sequences of logic and math in order

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You Are Reading a Game Design Blog Post

You Are Reading a Game Design Blog Post
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Beyond the Straight White Dude: Why a More Diverse Game Industry Benefits All

The recent rise in promoting games developed by minorities, the LGBT community and women have brought a welcome critical eye to one of the more pervasive realities of game development: that game developers are, and for the most part have

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Battling the Backlog: Curing No-Time-to-Play-Games-Itis

Game backlog

Few things in the game world garner as much simultaneous love and disdain as Steam’s annual summer sale. On the plus side, wildly discounted prices mean any game that has remotely been on your radar is suddenly attainable. On the

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Giving Up Control to Grow as Gamers

Heavy Rain

Every video game you’ve ever played is about control. If something is even to qualify as a video game as opposed to machinima or animation, there needs to be at least one player, and there needs to be an input

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