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Why is it so hard to make game design decisions? (Developing 3)
How to make a good platforming character (Developing 6)
The Best Games from GMTK Game Jam 2023
How To Combine Video Game Genres
Dishonored 2 Devs Explain the Clockwork Mansion
The World Design of Banjo-Kazooie
Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved
How Zelda's Puzzle Box Dungeons Work
Can we Improve Tutorials for Complex Games?
The Best Games from GMTK Game Jam 2021
Making It Takes Two's Best Level
The 100 Games That Taught Me Game Design
How Jusant Makes Rock-Climbing More Immersive
Are Lives Outdated Game Design?
Why Capcom is the King of Remakes
A puzzle game where you decipher languages
Valve's "Secret Weapon"
Wishlist Mind Over Magnet on Steam!
How To Think Like A Game Designer
How Neon White Lets You Speedrun Speedrunning
Balatro's 'Cursed' Design Problem
Don't make this assumption about your players (Developing 10)
An excellent block-pushing puzzler on an open ocean
The one thing you need to finish your game (Developing 11)
The 3 Types of Detective Game
How to Make a Good 2D Camera
The GMTK Game Jam is super-sized for 2024
The World Design of Hollow Knight | Boss Keys
The Rise and Fall of Britain's Bedroom Coders | Design Icons
How Accessible Were 2020's Biggest Games?
Why Does Celeste Feel So Good to Play?
How Cuphead's Bosses (Try to) Kill You
The Two Types of Random in Game Design
How Games Get Balanced
How Synergies Make Slay the Spire Fun
What Makes a Good Combat System?
The mistake every new game developer makes (Developing 2)
How Video Game Economies are Designed
The stuff no one tells you about game development (Developing 7)
How The Forgotten City Creates The Perfect Mystery
The Power of Invisible Choices
The Games That Designed Themselves
How to Make an Indie Game Trailer
Commanding Shepard
How Snake Pass Became a Platformer Without Jumping
The Design Behind Super Mario Odyssey
How Jonathan Blow Designs a Puzzle
How Games Use Feedback Loops
Morality in the Mechanics
Nintendo - Putting Play First