Game Design Aspect

Scholarly Insights in Game Design

Monday, April 22, 2013

Advancement, Progression and Pacing (Part II)

›
In Part I of this article, game designer and educator Ian Schreiber explains the reasoning behind using advancement, progression and pacin...
Thursday, April 11, 2013

Advancement, Progression and Pacing (Part I)

›
In Part I of this article, game designer and educator Ian Schreiber explains the reasoning behind using advancement, progression and pacing ...
Thursday, April 4, 2013

April 2013: Leveling

›
Hi!  While my group at the Games.com HackAThon were discussing our game, we had a discussion about levels...  about whether or not we needed...
Monday, March 18, 2013

Phases of Playtesting (Part II)

›
In Part I of this article, game design researcher Joe Mauriello describes the phases of playtesting as a way to hone the game system.  In P...
Wednesday, March 13, 2013

Phases of Playtesting (Part I)

›
In this article, game design researcher Joe Mauriello describes the phases of playtesting as a way to hone the game system. Playtestin...
Wednesday, March 6, 2013

March 2013: Pacing

›
Hello!  I was at a local IGDA meeting when the speaker remarked that great games are not always original ideas, but that the game designers...
Friday, March 1, 2013

Are Badges Really All That?

›
In this article, game designer Sande Chen discusses the importance of badges in games, gamification, and in real life. While working as a ...
‹
›
Home
View web version
Powered by Blogger.