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This series of videos from popular gaming YouTube channel Extra Credits covers tips on planning, creating, shipping, and marketing your first game.
Do we need a real-life XCOM program? What assumptions are we making about the existence of other, alien life that aren't covered by the Drake equation?Subscr...
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Procedural generation can be used to create almost any kind of content, but in games, we usually see it used to create levels, enemy encounters, and loot dro...
Enjoy a design lesson of the popular puzzle game, Bejeweled, and discover the complexity of the progression system that empowers players to keep playing inst...
Let's review the history of zombies in popular culture, and explore why they are popular storytelling devices in games. Short answer: they are the perfect en...
Good sci-fi writing, in games and other media, require scientific understanding to create a believable universe--there are no shortcuts. Basic, conceptual kn...
Any sequels have the unfortunate tendency to ramp up the stakes and intensity of action until they've maxed out--then they reboot the series to scale it back...
"Easy" and "simple" are often conflated with "approachable." We can still create a deep and engaging experience without having to make all our games absurdly...
This video discusses our initial plans for the EC Indie Fund and the principles/business structure we used to set it up with the goal of helping great indie ...
How can we reward players for making choices that are unexpected or obscure, but totally possible? Subscribe for new episodes every Wednesday! http://bit.ly/...
Game compulsion reflects a larger, human-wide existential crisis. Games overcome that by giving us a sense of purpose and motivation. How do we translate tha...
Too many horror games rely on "cheap" frights like jump scares or cliche monsters like zombies. While they may succeed in making the player afraid for a few ...
Put a person in a lab coat, and they start to think like a scientist. Does the same symbolic meaning apply to the outfits characters wear in games? Though of...
Progression systems in games are far too often designed as Skinner boxes: psychological traps that feed us carefully measured rewards to create habit-forming...
Different types of protagonists and player-characters can create entirely new types of horror games, playing on our unique human fears.Subscribe for new epis...
There's nothing inherently bad with cutscenes. In fact, they are powerful narrative tools for establishing context--but when designers try to use them as "mo...
Why is the writing in games so terrible? To find the answer, we have to look at narrative as a whole: everything from level design to art style contributes t...
Do energy bars have a useful purpose, or do they only exist to get you hooked? Designers can and do use them to encourage healthier play sessions, but energy...