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Gamedev Resources List

A list with articles and videos about game/level design, which have been gathered from gamasutra, tigsource, youtube, etc.

Credits to Carlos Zaracho who made the list at the first place. He posted it in Indie Game Developers group at Facebook so I decided to make it a git repo.

Any contributions are welcome.

Game Design links

Game Design Blog

Gamasutra - A list of 150 books about video games

Tigsource - Level Design

Understanding Gameplay

Tigsource - Game design resources

Gamasutra - A few thoughts on game design methods

Gamer Nexus - Level Design 101 for Mapping & Modding

Building Emotional Connections With Game Design

Garethrees - The puzzle structure of Ocarina of Time

Pixel Prospector - The Big List Of Game Design

Gamasutra - Puzzle Dependency Graph Primer

Gamasutra - YouTuber / Streamer Outreach and the Importance of Starting Small

Tigsource - Unity Tutorials

Gamasutra - Overworld Overload: An Analysis of Link to the Past’s Light World, Part 1

Gamasutra - Overworld Overload: An Analysis of Link to the Past’s Light World, Part 2

Unity - The 20 Month Expo Journey

Tigsource - Desolus: A Surrealist Puzzle Game for Virtual Reality

Gamasutra - Video: Understanding the technique behind Spelunky's level design

Gamasutra - A Method For Creative Paper Map Design

Gamasutra - Beginning Level Design, Part 1

Gamasutra - Secrets of the Sages: Level Design

Gamasutra - Three Solutions to Three Problems in Interactive Fiction

Gamasutra - Boss Battle Design and Structure

Gamasutra - Designing Levels: From Photoshop to Unity

Gamasutra - 10 can't-miss video postmortems from the GDC Vault

Reddit - 7 Helpful Game Development Reddit Threads

Gamasutra - Lessons learned from designing enemies for kids

Gamasutra - The Legend of Zelda's evolution, from Nintendo's Aonuma

80 lvl - Making Stories in Games Matter

80 lvl - The Guide to Open World Environment Design

Gamasutra - No More Wrong Turns

Gamasutra - The Heart of Game Systems

Gamasutra - Indie Artist Struggles With Branding So You Don't Have To

Gamasutra - [Insert Game Title Here] (Naming your game)

Gamasutra - Trinity: A Game Design Methodology (Part 1)

Gamasutra - Trinity, Part 2 - Choice Fields

Gamasutra - Trinity, Part 3: Game Mechanics

Gamasutra - Trinity, Part 4 - Spectra

Gamasutra - Trinity, Part 5 - Setups

Gamasutra - Trinity, Part 6 - Intensity Ramps

Gamasutra - Trinity, Part 7 - Ramps, Part 2

Gamasutra - Trinity, Part 8 - Paths

Gamasutra - Trinity, Part 9 - Why I Call it Trinity

Chaos Stupid - Game Design Blog

Gamasutra - Unleashing the power of small teams

Game Wisdom - Game Design Blog

Gamasutra - Evaluating Game Mechanics For Depth

Gamasutra - Design 101: Complexity vs. Depth

Devmag - How to design levels for a platformer

Tumblr - The Narrative Design in Rise of the Tomb Raider

Gamasutra - Money for nothing? Gamers and the buying of 'virtual assets'

Gamasutra - Beat-chart – game designer's best friend

Gamasutra - Examining Organic Tutorials

Gamasutra - How to name a video game in 5 steps

Gamasutra - The Metrics of Space: Tactical Level Design

Gamasutra - Composition in Level Design

Gamasutra - Gameplay Programming Hints: Building AI

Filip Wiltgren´s Blog - Helping Writters and Gamedevs to be Productive

Gamasutra - Level design for melee combat systems

Gamasutra - Enemy design and enemy AI for melee combat systems

Gamasutra - Turning Feelings Into Mechanics — The narrative design of Apartment: A Separated Place

Gamasutra - Design 101: The Structure of Fun

Gamasutra - Boss Battle Design and Structure

Gamasutra - Untold Riches: The Intricate Platforming of Tomb Raider

Facebook post - 9 Steps to a Better Portfolio

Gamasutra - Ario Barzan´s Articles (Architecture - Level Design - Music)

Gamasutra -Action Adventure Level Design, Part 1

Gamasutra - A modern asset pipeline: How much time is spent optimizing?

Gamasutra -The Game Outcomes Project, Part 1: The Best and the Rest

Gamasutra - The Game Outcomes Project, Part 2: Building Effective Teams

Gamasutra - The Game Outcomes Project, Part 3: Game Development Factors

Gamasutra - The Game Outcomes Project, Part 4: Crunch Makes Games Worse

Gamasutra - The Game Outcomes Project, Part 5: What Great Teams Do

Gamasutra - Painful PR lessons learned on the way to Guacamelee!

Gamasutra - Top 5 design debates ignored in 2014

Gamasutra - When it loses meaning: Interactivity

Gamasutra - 10 seminal game postmortems every developer should read

Gamasutra - Narrative tips for mobile games

Gamasutra - Breaking In: Part 1

Gamasutra - Breaking In: Part 2

Gamasutra - Shenmue postmortem from Yu Suzuki and Mark Cerny

Gamasutra - Disorder Dev Diary #2: To Teach (tutorials and level design)

Gamasutra - The World of Lennus: A Game Design Analysis

Gamasutra - Illustrator-to-Maya: How to Design and Build the Perfect Level

Unity Forum - Level design resources

World of Level Design - Level Design web

Gamasutra - Designer's Notebook: The Role of Architecture in Videogames

Quake Wiki - Level reviews

Gamasutra - BitSummit; the secret world of independent Japanese game development and supporting its future

Gaming Conceptz - Game Design Blog

Peter Mcclory - Quick look at a level design process

Tumblr - A Game Design tumblr edited, organized and curated by Bruno Patatas

The Game Assembly - Game/Level Design

Nate Ferguson : Game and Level Design

Gamedev.net - Making Games is Hard

Google Docs - List of Game Art Related Gumroad Tutorials / Resources / References / Misc

Gamasutra - Unexpected Narrative in Games: Part 1

Gamasutra - Environmental Reuse in Games

Game develpment resources - David Arcila

Florian Bauer - Unity Game Development Resources

Reddit - GameDev Resources list v2.0

Gamasutra - Particles spawned at mesh vertices: Recreating inFamous Second Son's neon run effect in Unity3D

Unity Blog - Pixel Perfect

Gamasutra - MAKING TOOLS WITH UNITY: WORLDSHAPE PART 1

Gamasutra- Unity Garbage Collection Tips and Tricks

Level One Game Design Blog - Books on game design – list of lists

Gamasutra - Games affecting people

Gamasutra - Beginning Level Design, Part 1 (1999 article)

designersnotebook.com - The No Twinkie Database (bad concepts)

Old Man Murray´s Blog - Boxes in games (funny)

Gamasutra - Skyrim's Modular Approach to Level Design

Gamasutra - Promises for Game Development

Gamasutra - Learning to Love the Narrative Puzzle

Gamasutra - How An Indie Nobody Raised $40,000 On Kickstarter (Jotun)

IGN - REVISITING MYST: ONE OF THE MOST SUCCESSFUL ADVENTURE GAMES EVER

Feng Zhu Web (Art)

Game Career Guide - Gamification in Game Education

PC Gamer - What are some good PC game soundtracks?

80 lvl - 10 Rules of Building Great Games & Levels from Hourences

ZELDA: BREATH OF THE WILD – THE DESIGN PHILOSOPHY THAT MAKES IT A CLASSIC

Gamasutra - Have a gander at Capcom's anatomy guide for Street Fighter artists

Gamasutra - Q&A: Design lessons learned from a decade at Nintendo's EAD

Hourences - Unreal level design - Enviroment Art

Gamasutra - 7 Reasons Why You Can't Stop Playing Clash Royale

IndieWatch - WHY NO ONE WANTS TO HEAR ABOUT THE GAME YOU JUST FINISHED MAKING

GDC - Idle Games: The Mechanics and Monetization of Self-Playing Games

Twitter - 3 important time limits

Gamasutra - Learning from your earliest video game experiences

Youtube - Top 10 Games Made By One Person

Gamasutra - Characters and Worldbuilding: Analyzing the Strength of Japanese Games

Gamasutra - The memory optimization struggle in Unity3d

Indie Funding

Gamasutra - Watch and learn: What these game devs learned from failure

Youtube - Indie Game Marketing - 5 Things to Know Before You Start

Gamasutra - Postmortem: Moon Studios' heartfelt Ori and the Blind Forest

Gamasutra - Five Key Areas of Discoverability for Indie Devs