







The video game creator on the nature of science, language and design
Integrating Narrative into Game Design: A Portal Post-Mortem
Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
The Rise and Fall of the Lone Game Developer – Holy Ghost Stories
In the early 80s, all it took to make a game was a computer, some graph paper, and a lot of determination.
| Norfolk Developers Conference 2026
Talks on language, business, methodology, & game development. Join us for two days of development goodness at The Kings' Centre.

Make It So: Interaction Design Lessons from Science Fiction
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful

Revisiting creative behaviour as an epistemic process: lessons from 12 computational artists and designers | Proceedings of the 35th Australian Computer-Human Interaction Conference
As part of the Digital Library's transition to Open Access, new features for researchers are available in the Premium Edition. Click here to learn more.

Game Platforms | Game Developer
Explore the latest news and expert commentary on Game Platforms, brought to you by the editors of Game Developer

Practical recommendations from a multi-perspective needs and challenges assessment of citizen science games
Citizen science games are an increasingly popular form of citizen science, in which volunteer participants engage in scientific research while playing a game. Their success depends on a diverse set of stakeholders working together–scientists, volunteers, and game developers. Yet the potential needs of these stakeholder groups and their possible tensions are poorly understood. To identify these needs and possible tensions, we conducted a qualitative data analysis of two years of ethnographic research and 57 interviews with stakeholders from 10 citizen science games, following a combination of grounded theory and reflexive thematic analysis. We identify individual stakeholder needs as well as important barriers to citizen science game success. These include the ambiguous allocation of developer roles, limited resources and funding dependencies, the need for a citizen science game community, and science–game tensions. We derive recommendations for addressing these barriers.
Designing Games to Learn
As I've been writing this series of newsletters on learning and video games, there's been a spectre lurking in the background. Video games and education. Edutainment.
Context Sensitivity
A speech about Free-to-Play game design
About a month ago, I gave a speech at Creative Mornings in Portland about the way the Free-to-Play business model affects game design. I compared games to television, looking at the way television business models have drastically affected the composition of those shows.
Blogs recent news | Game Developer
Explore the latest news and expert commentary on Blogs, brought to you by the editors of Game Developer

It is becoming increasingly apparent that societies must create conditions to stop being merely spectators (and exploitation objects) of…
ci.acm.org
crockpotveggies/groundlark

OnCo: the open, cited map of cancer: treatments, targets, trials, and what is coming

Mapping citizen science contributions to the UN sustainable development goals

An epistemology for democratic citizen science

CRASH THE ARCADE
Cartridge
The Palladian grammar

I/O systems for level scripting – joe wintergreen internet zone

contextual animation stuff in Sleight of Hand
pcgworkshop.com
Wayback Machine

Procedural Waterfall Generation Tool! Demo & Technical Breakdown