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prototyping

game design

New Weekly Game Design Challenges

For those of you who like game design challenges, GameCareerGuide has started a weekly design challenge:

Starting this week, we'll be running a weekly Design Challenge. The Design Challenge is an exercise in becoming a game developer, asking you to look at games in a new way — from the perspective of a game creator, producer, marketer, businessperson, and so forth.

Each Wednesday I'll propose a design question. You'll have one week to answer it (see below for how to submit your answers). The following week, the best answers and the names of those who submitted them will be posted along with some commentary.


This week, the challenge is to create a new MMORPG class that's new, functional, and aesthetically interesting. Clearly, you don't win anything tangible, but for the aspiring designers (or simply the curious who would like to flex some intellectual muscle), the chance just to play with potential ideas and get feedback may be a valuable one.

James Portnow's Design Challenge [GameCareerGuide]


game design

Jason Rohrer's 'Game Design Sketchbook'

Jason Rohrer, designer of weird little artistic diversions Passage and Gravitation, has a new column over at The Escapist focusing on prototyping and game design; each month will have a new discussion of a (playable) prototype. I love prototyping discussions, and it's so much the better when the things are playable; I just think it's a nice way to illustrate points about game design. This month, he introduces a little (simple) game called Perfectionism: More »

prototyping

More Prototyping Fun: CuteGod

Another month, another Lost Garden prototyping challenge: this time, the theme is 'god games' like Populous on a "smaller, more casual scale." More »

game design

Prototyping Graphics For Those Who Can't Draw

In the same vein as yesterday's "prototyping for fun and profit" (and their wonderfully low-fi, "we're game designers not artists" graphics), Danc over at Lost Garden has tossed up some tools for those of you who are good at designing game mechanics, but not so great at the whole "graphics" thing. The theory is use these building blocks, spending less time trying to make your game prototype attractive, more time making the game play fun. The set is in the same vein as the graphic set for his prototyping challenge, SpaceCute, so it's, well, cute. Painfully so, perhaps. More »