游戏设计

Articles, editorials, and op-eds dedicated to game design. Tips, case studies, analyses of successful approaches.

We continue a series of publications in which specialists from gaming companies talk about their professions. The new article in the series is about the Core Game Designer. Dmitry Aborilov, the lead core gameplay designer at Nekki, spoke in detail about the position
A common challenge in game development is having a clear understanding of the project's objectives. Graham McAllister, an organizational psychologist and founder of Team Sync, has been focused on identifying and addressing this issue, inspired by Jason Schreier's Kotaku article on the problematic development of Anthem. This issue isn't isolated to Anthem alone. For instance, Creative Assembly's recently canceled game, Hyenas, reportedly had a budget of approximately $100 million. However, developers who worked on the project, speaking under anonymity, revealed that the vision for the game remained unclear throughout its seven-year development period
BAFTA has updated its eligibility rules for the Games Awards, beginning with the 2025 edition. From now on, the Game Design and Technical Achievement categories will be initially voted on by two specialized voting chapters, composed of members with expertise in these areas, instead of the entire BAFTA membership. Additionally, the criteria for two categories have been revised: New Intellectual Property will now evaluate the "originality and innovation" of the IP, and the Evolving Game award will focus solely on titles that feature "substantial future updates" on their roadmap
We continue the series of publications where specialists from gaming companies talk about their professions. The new article in the series is about game designers. Two game designers from Glera Games, Natalia Sholina and Igor Petrov, have shared detailed insights about the profession
While Mundfish is working on the first DLC for Atomic Heart, we have reached out to the studio’s game design team to chat about some of the title’s elements and mechanics. In an interview with Game World Observer, the devs opened up about making the combat system and bosses, and also discussed some issues related to the open world.