Archive for Vol. 38

Finish Your Game

May 31, 2012

It’s tempting to get lost in whatever area of specialization we do best. Even when we’re wearing multiple hats to make something alone or on a small team, designers are tempted to prototype forever, programmers are tempted to overgeneralize code or endlessly optimize tech demos, and people gifted in audio and art creation can get… Read more »

Top Entries From 3 Years of HGD

May 31, 2012

This month’s set of entries, Vol. 38, marks the start of this blog’s 4th year of monthly updates. At over 150 post to date, that’s a lot of material for new visitors to wade through. To simplify that search, or in case you missed a few of these along the way, here are the top… Read more »

Create Opportunities

May 31, 2012

You have experience making–and most importantly, completing and releasing–videogames. A lot of other people want to make videogames, too. If you’d like to expand your hobby development from solo to team efforts, I’d encourage broadening your search for teammates to include people that don’t necessarily have as much experience. No book, no blog, no tutorial,… Read more »

“First-Pass” to Adapt Design During Development

May 31, 2012

The right decision during development, whether we’re talking about gameplay tuning, art styles, or the amount of time to dedicate to coding a particular feature, often hinges on the way that countless other decisions come together. In these kinds of cases there is no objectively correct answer. It just comes down to context and some… Read more »

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