Game development
This section of the site discusses game development, either professionally or as a hobby.
It includes:
- tutorials and tips for hobbyist game development.
- personal projects and experiences.
- thoughts on the games industry.
- takeaways from conferences.
Articles on this topic
Game Maker Studio tutorials
This tutorial series explains in details how to code using Game Maker Studio, from creating the first sprite to more advanced game development.
By Orsoral on 2022-10-10Game Maker Studio tutorials
This series of tutorials explains programming through making games in Gamemaker Studio.
By Orsoral on 2021-03-30Shadowrun level editor tutorials
This series of tutorials explains in detail how to create your first level in Shadowrun Hong Kong, including some hard to find troubleshooting tips for mac users.
By Orsoral on 2020-01-18Full Indie 2016 - Leading VR beyond the zombie shooter
Kayla Kinnunen dreams of VR games that make the most of the hardware and shares some promising areas for truly innovative gameplay.
By Orsoral on 2017-06-26Prototyping mobile games with Protopie
Protopie provides advanced interaction features, fine control and a movie-editing like approach to prototyping mobile apps.
By Orsoral on 2017-06-14Full Indie 2016 - Let’s get physical – lessons from the real world
Zach Gage draws insights from making card, dice and billard games, and shares what we can take away from it in video game design.
By Orsoral on 2017-06-06Full Indie 2016 - Alt Ctrl – innovating in the hardware scene
Robin came all the way from Scottland to discuss the Hardware game scene, its opportunities and challenges.
By Orsoral on 2017-06-06Prototyping mobile games with Flinto
Flinto is easy to learn, and produces very polished prototypes from mockups you made elsewhere.
By Orsoral on 2017-05-20Full Indie 2016 - A love letter to Alt Games
Claris Cyarron took us on the weird side of walking simulators, discussing atl games.
By Orsoral on 2017-04-26Full Indie 2016 - Learning from Brigador’s mistakes
Stellar Jockey shares what they learnt from Brigador's poor sales despite outstanding metacritic reception.
By Orsoral on 2017-04-26Full Indie 2016 - Skill or illusion of skill
Jesse Divnich explains how free to play design differs from other games in how it gives players the illusion of skill while keeping actual skill requirements to a desired minimum.
By Orsoral on 2017-01-28MIGS 2015 - You cant fix it if you dont know what’s broken
A great talk about the world of Ops and the importance to collect data to define problems well in order to be able to solve them. While this is services oriented, it totally applies to UX as well.
By Orsoral on 2016-12-18MIGS 2015 - Learning from Kickstarter failures by Tanya Short
A great conference where looking at mistakes will help others avoid them - hopefuly!
By Orsoral on 2016-11-22Full Indie 2016 - How to create 4D games
Marc ten Bosch thinks in 4 dimensions with Miegakure, creating huge expectations for such an awesome concept.
By Orsoral on 2016-10-17Full Indie 2016 - Effective audio design
A great talk about audio design at Full Indie Summit.
By Orsoral on 2016-10-17Modern technologies and education
This essay reflects my opinions on games as an education tool back in 2007.
By Orsoral on 2007-03-19