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Viewing 68 posts tagged "game-design"


17 Dec 2013

So, Ludum Dare 28 was this weekend. The theme: "You Only Get One". This is my entry:


One robber. One house. One minute. Play One-Minute Robber now! (Hit the jump for a brief postmortem.)



Let's Talk About Failure
Protean Is Submitted!
Protean: Time for CONTENT BLITZ
LD24 Progress: "Protean"
Juice It Or Lose It
Breaking In: You Don't Need Anyone's Permission
God Bless the Internet
Making 2D Games With Unity
Breaking In (I Got Owned)
Pixar Story Masterclass
GDC 2011: Social Games Panels
GDC 2011: User Research Talks
GDC 2011: It Begins
Fail-Deadly and Our Relationship to War
Pax Britannica
The Threat And Promise Of The Unknown
Fail-Deadly... Succeeds?!
New Release: Fail-Deadly
TRI Update: 1.1
New Release: TRI
Cortex: Sometimes, You Have To Move On
The World's Most Elaborate Magic Trick
Conquistador: Ludum Dare 17 Results!
Ludum Dare 17: Conquistador
On Social Games
Cortex: Public Playtest 2
Awkwardly Irrational
A Connection
Cortex: Applied Visual Design
GDC 2010: Will Wright's Networks
GDC 2010: Expressive Play
GDC 2010: Eskil Loves Procedures
GDC 2010: Sid Meier's Keynote
GDC 2010: One-Page Designs
GDC 2010: Blizzard's Design Philosophies
GDC 2010: Are Achievements Harmful?
Cortex: Public Playtest 1
Analysis: Assassin's Creed 2
Tear Down The Ivory Tower
Hello Again, I Bring Gifts
I Can Has UV Unwrap?
Gameplay Isn't Everything?
Syndicating Games
Flexibility Adds Value
Art Games: Reality vs. Potential
Shrink to Success
Breaking In? Make Games!
A Technique of Frustration
Third Helix On Industry Broadcast
Properties-Driven Design
Reactive Design
Failure for Fun and Profit
Designing Happy Accidents
Shrink To Success
Ending BioShock
Outsourcing the Boring Bits?
Epic Crunch Is Epic
Designing Challenge
Wolfire's Design Tours
Breaking In? Make Games!
Koster's "A Theory of Fun" Re-Emerges
GDSIG Announcement and Blog Launch
Are Designers A Necessary Evil?
The difference between games and movies
Experimental gameplay project - postmortem


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