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searching for Game design 222 found (3462 total)

alternate case: game design

Yuji Horii (688 words) [view diff] exact match in snippet view article find links to article

Okhotsk Disappearance Game design, scenario 1985 Karuizawa Yūkai Annai Game design, programmer, scenario 1986 Dragon Quest Game design, scenario 1987 Dragon
Side-scrolling video game (2,787 words) [view diff] exact match in snippet view article find links to article
graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation. Hardware
Cutscene (1,949 words) [view diff] case mismatch in snippet view article find links to article
depicting a comically large Pac-Man". Hancock, Hugh (April 2, 2002). "Better Game Design Through Cutscenes". Gamasutra. Retrieved November 19, 2014. Aaron, Marcus
Junichi Masuda (1,437 words) [view diff] exact match in snippet view article find links to article
Pokémon Yellow 1999 Click Medic Director, game design, programmer Pokémon Gold and Silver Sub director, game design, music, sound effects Pokémon Stadium
God game (766 words) [view diff] case mismatch in snippet view article find links to article
Populous series. Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Archived from the original on 2017-12-31. Retrieved 2009-02-11
Full Sail University (4,493 words) [view diff] case mismatch in snippet view article find links to article
2015. Full Sail's Game Design master's degree has been ranked in The Princeton Review's Top 25 Graduate Program for Video Game Design since 2014. Full
Loading screen (1,110 words) [view diff] no match in snippet view article find links to article
A loading screen is a screen shown by a computer program, very often a video game, while the program is loading (moving program data from the disk to RAM)
Sprite (computer graphics) (2,412 words) [view diff] no match in snippet view article
In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term
Scrolling (1,605 words) [view diff] no match in snippet view article find links to article
Look up scrolling in Wiktionary, the free dictionary. In computer displays, filmmaking, television production, video games and other kinetic displays,
Shigeki Morimoto (90 words) [view diff] exact match in snippet view article find links to article
game design, pokemon design, parameter design 2003 Pokémon Colosseum Advisor 2004 Pokémon FireRed and LeafGreen Battle director, game design, pokemon
3D modeling (3,313 words) [view diff] no match in snippet view article find links to article
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object (inanimate or
Free-to-play (3,946 words) [view diff] case mismatch in snippet view article find links to article
January 2, 2014. Adams, Ernest (December 19, 2013). Fundamentals of Game Design. New Riders. ISBN 978-0-13-343571-9. Kris Graft (June 3, 2013). "Wargaming
Vehicle simulation game (2,044 words) [view diff] case mismatch in snippet view article find links to article
Fundamentals of Game Design. Prentice Hall. Archived from the original on 2017-12-31. Retrieved 2009-02-10. Pedersen, Roger E. (2003). Game Design Foundations
Arena shooter (712 words) [view diff] no match in snippet view article find links to article
An arena shooter is a subgenre of shooter games and multiplayer games that cover both the first-person shooter and third-person shooter genres. These games
Types of fiction with multiple endings (1,027 words) [view diff] no match in snippet view article find links to article
A narrative typically ends in one set way, but certain kinds of narrative allow for multiple endings. The Death-Ray by Daniel Clowes Cliff Hanger by Jack
Hero shooter (1,014 words) [view diff] no match in snippet view article find links to article
A hero shooter is a subgenre of shooter games which emphasize "hero" characters that have distinctive abilities and/or weapons that are specific to them
Cooperative video game (3,237 words) [view diff] no match in snippet view article find links to article
A cooperative video game, often abbreviated as co-op, is a video game that allows players to work together as teammates, usually against one or more non-player
Time management game (638 words) [view diff] case mismatch in snippet view article find links to article
Beyond Game Design: Nine Steps Toward Creating Better Videogames. Course Technology PTR. p. 90. ISBN 9781584506713. Bateman, Chris (2009). Beyond Game Design:
Bill Kunkel (journalist) (1,711 words) [view diff] case mismatch in snippet view article
served as an expert witness in three court cases, and taught courses in Game Design for the University of Nevada, Las Vegas (UNLV). Kunkel served as the
Life (video games) (1,261 words) [view diff] case mismatch in snippet view article
Video Game Design. John Wiley & Sons. pp. 299–301. ISBN 978-1118877210. Retrieved 2014-12-19. Ernest, Adams (2010-04-07). Fundamentals of Game Design. New
Adaptive music (1,046 words) [view diff] no match in snippet view article find links to article
Adaptive music is music which changes in response to real-time events or user interactions, found most commonly in video games. It may change in volume
Adaptive music (1,046 words) [view diff] no match in snippet view article find links to article
Adaptive music is music which changes in response to real-time events or user interactions, found most commonly in video games. It may change in volume
Toys-to-life (2,449 words) [view diff] no match in snippet view article find links to article
Toys-to-life is a video game feature using physical figurines or action figures to interact within the game. There are several technologies used to make
Yoshiaki Koizumi (1,989 words) [view diff] exact match in snippet view article find links to article
sense of wonder and excitement I want players to feel. Koizumi on his game design philosophy Koizumi is a protégé of Shigeru Miyamoto and often draws his
Shouzou Kaga (257 words) [view diff] exact match in snippet view article find links to article
his departure from Intelligent Systems in 1999, he continued work in game design by founding the independent studio Tirnanog and going on to develop the
Parallax scrolling (1,850 words) [view diff] no match in snippet view article find links to article
Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion
Richard Garfield (1,486 words) [view diff] case mismatch in snippet view article find links to article
now taught as part of the University of Washington's Certificate in Game Design. A partial list of games designed by Garfield: Card games: Turbo Hearts
Shu-Te University (253 words) [view diff] case mismatch in snippet view article find links to article
2016-04-10. Retrieved 2016-03-27. Department of Digital Technology and Game Design, Shu-Te University Official website School has high hopes for musical
Adventure (1,031 words) [view diff] case mismatch in snippet view article find links to article
Joe (2002). "Special Issues in Multi player Game Design". In Laramée, François-Dominic (ed.). Game Design Perspectives. Charles River Media. p. 258. ISBN 1584500905
Christian video game (3,016 words) [view diff] exact match in snippet view article find links to article
suggested how developers can incorporate Christianity into their Christian game design. While other Christian media formats such as music, literature, and film
Tactical shooter (4,144 words) [view diff] exact match in snippet view article find links to article
shooters, and esports-centric games. However, as few of them feature the game design staples of tactical shooters (such as strategic planning, squad-level
Michael A. Stackpole (2,057 words) [view diff] case mismatch in snippet view article find links to article
Corrigan and the Tick Tock King of the Nile 2012 Complete Kobold Guide to Game Design (co-author) 2012 The Kobold Guide to Worldbuilding (co-author) 2013 A
Southern Methodist University (8,080 words) [view diff] exact match in snippet view article find links to article
Plano, Texas, in Legacy Business Park. This campus hosted SMU's video game design school, SMU Guildhall, and other graduate-level programs. After the university
Roberta Williams (4,830 words) [view diff] exact match in snippet view article find links to article
Williams took a brief sabbatical, and returned to the company in a game design role, but grew increasingly frustrated with CUC's creative and business
Greg Street (942 words) [view diff] exact match in snippet view article find links to article
Blizzard, Street worked as a marine biologist, eventually moving into the game design field. He also worked with Ensemble Studios on the Age of Empires series
Yasuhisa Yamamura (338 words) [view diff] case mismatch in snippet view article find links to article
National Academy of Video Game Trade Reviewers Award in the category "Game Design". The pigeon character Yamamura that debuted in the platform game Super
High Point University (3,563 words) [view diff] exact match in snippet view article find links to article
consecutive year, The Princeton Review ranked HPU's game design program as one of the Top 50 Undergraduate Game Design Programs in the country in 2024. High Point
Vertically scrolling video game (922 words) [view diff] case mismatch in snippet view article find links to article
Side-scrolling video game Parallax scrolling Lecky-Thompson, Guy W. (2007). Video Game Design Revealed. Boston: Charles River Media. p. 258. ISBN 9781584505624. OCLC 176925220
Richard Rouse III (296 words) [view diff] case mismatch in snippet view article find links to article
best known as the designer of The Suffering (2004) and the author of Game Design: Theory & Practice. Rouse produced two Macintosh games, fantasy RPG Odyssey:
Ken Sugimori (686 words) [view diff] exact match in snippet view article find links to article
decided to get involved. Eventually, the two decided to pitch an arcade game design idea to Namco; they reworked Game Freak into a development company and
Red Bull TV (183 words) [view diff] exact match in snippet view article find links to article
that explores urban exploration, and Screenland, a series about video game design. The channel also features short-format series, such as Sheckler Sessions
Bonus stage (475 words) [view diff] case mismatch in snippet view article find links to article
Stanton, Jeffrey (1984). Atari Graphics & Arcade Game Design. Arrays Inc. Chapter 10: Game Design Theory. ISBN 978-0912003054. McEntee, Chris (March
3D World (214 words) [view diff] exact match in snippet view article find links to article
by Future plc whose main focus is 3D animation, visual effects, video game design, illustration and architectural visualisation. 3D World appeared every
3D World (214 words) [view diff] exact match in snippet view article find links to article
by Future plc whose main focus is 3D animation, visual effects, video game design, illustration and architectural visualisation. 3D World appeared every
Replay value (3,332 words) [view diff] no match in snippet view article find links to article
Replay value (or, colloquially, replayability) is the potential of a video game or other media products for continued play value after its first completion
Phil Fish (3,042 words) [view diff] exact match in snippet view article find links to article
with Nintendo games in his youth would later influence his game design. He studied game design at the Montreal National Animation and Design Centre, and
Survival horror (6,829 words) [view diff] case mismatch in snippet view article find links to article
ISBN 978-0786441976. Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Archived from the original on 2017-12-31. Retrieved 2009-02-06
Emergent gameplay (2,498 words) [view diff] case mismatch in snippet view article find links to article
Smith discusses emergent gameplay". IGDA.[dead link‍] "The Future of Game Design: Moving Beyond Deus Ex and Other Dated Paradigms | witchboy.net". Retrieved
Journey (2012 video game) (5,982 words) [view diff] case mismatch in snippet view article
and Television Arts awards: Artistic Achievement, Audio Achievement, Game Design, Online Multiplayer, and Original Music, and was nominated for Best Game
Spotlight Awards (260 words) [view diff] no match in snippet view article find links to article
The Spotlight Awards (GDC) was hosted annually by the Game Developers Conference from 1997 to 1999. Its focus was on the video and computer game industry
Grafton High School (Massachusetts) (386 words) [view diff] exact match in snippet view article
variety of courses in areas of business and computer science, music, video game design, English, family consumer science, health, physical education, mathematics
Katsura Hashino (257 words) [view diff] exact match in snippet view article find links to article
Year Title Role 1994 Shin Megami Tensei If... Game design 1995 Shin Megami Tensei: Devil Summoner 1997 Devil Summoner: Soul Hackers 1999 Maken X Director
Reflexive Entertainment (419 words) [view diff] case mismatch in snippet view article find links to article
Games Festival which included Innovation in Visual Art, Innovation in Game Design and the Seumas McNally Award For Independent Game Of The Year. On October
Magic (game terminology) (928 words) [view diff] case mismatch in snippet view article
Fundamentals of Game Design. New Riders. pp. 469, 580. ISBN 978-0132104753. Retrieved 2014-12-09. Moore, Michael (2011-03-23). Basics of Game Design. CRC Press
Wintermute Engine (1,064 words) [view diff] no match in snippet view article find links to article
Wintermute Engine (WME) is a set of software tools and a runtime interpreter (game engine) primarily designed for creating and running graphical adventure
Roblox (9,259 words) [view diff] exact match in snippet view article find links to article
has been noted that the platform still assists with teaching people game design and how to code. Due to its status as a user-created games platform,
Stealth game (6,358 words) [view diff] case mismatch in snippet view article find links to article
ISBN 1-4237-6824-8. Andrew Rollings & Ernest Adams (2006). Fundamentals of Game Design, Prentice Hall. ISBN 0-13-168747-6 Ian Millington (2006). Artificial
Madison Media Institute (452 words) [view diff] exact match in snippet view article find links to article
associate and baccalaureate degree programs in video, music production, game design, media technology, graphic design, and web and entertainment business
Braid (video game) (8,028 words) [view diff] case mismatch in snippet view article
version of Braid (without the final artwork) won the "Innovation in Game Design" award at the 2006 Independent Games Festival, while the final version
Always-on DRM (2,675 words) [view diff] no match in snippet view article find links to article
Always-on DRM or always-online DRM is a form of digital rights management (DRM) that requires a consumer to remain connected to a server, especially through
Loot (video games) (841 words) [view diff] exact match in snippet view article
game design (2nd ed.). Hoboken: Wiley. p. 399. ISBN 9781118877210. OCLC 877770975. Bycer, Josh (October 14, 2014). "Defining Loot Tables in ARPG Game
USC Interactive Media & Games Division (748 words) [view diff] exact match in snippet view article find links to article
A.) and graduate (M.F.A. and M.S.) programs in interactive media and game design, as well as B.F.A. programs in game art and themed entertainment and
Second screen (1,805 words) [view diff] no match in snippet view article find links to article
A second screen involves the use of a secondary computing device to provide a different viewing experience for content on another device. The term commonly
Skybox (video games) (846 words) [view diff] no match in snippet view article
A skybox is a method of creating backgrounds to make a video game level appear larger than it really is. When a skybox is used, the level is enclosed in
Game-Maker (4,263 words) [view diff] exact match in snippet view article find links to article
Game-Maker (aka RSD Game-Maker) is an MS-DOS-based suite of game design tools, accompanied by demonstration games, produced between 1991 and 1995 by the
Fun (1,345 words) [view diff] case mismatch in snippet view article find links to article
pursuing a desired object can. Koster, Raph (2010). Theory of Fun for Game Design. O'Reilly Media, Inc. p. 22. ISBN 978-1-4493-1497-2. Urdang, Esther (2008)
Context-sensitive user interface (847 words) [view diff] no match in snippet view article find links to article
A context-sensitive user interface offers the user options based on the state of the active program. Context sensitivity is ubiquitous in current graphical
Buy-to-play (513 words) [view diff] no match in snippet view article find links to article
Buy-to-play (B2P) is a revenue model for video games where a game can be played after a one-time purchase, as opposed to a subscription model where the
Multimedia (5,204 words) [view diff] exact match in snippet view article find links to article
in various fields, including education, entertainment, communication, game design, and digital art, reflecting its broad impact on modern technology and
Game creation system (866 words) [view diff] exact match in snippet view article find links to article
headlined an explosion of interest both in indie games and in canned game design software.[citation needed] Whereas earlier game creation systems tend
Game Developer (website) (1,353 words) [view diff] exact match in snippet view article
(Business)/Marketing). The site has an online storefront for books on game design, RSS feeds and the website's Twitter account. The site also has a section
George Harvey Collegiate Institute (390 words) [view diff] case mismatch in snippet view article find links to article
and offered a STEPS to University program, as well as a program called Game Design. George Harvey was also the first TDSB school to provide netbooks to
Hearthstone in esports (2,814 words) [view diff] no match in snippet view article find links to article
Blizzard Entertainment's online collectible card game Hearthstone became played professionally quickly after its release in March 2014. The game is played
Adaptive learning (2,215 words) [view diff] exact match in snippet view article find links to article
adaptive learning for educational game design. The research developed and validated the ALGAE (Adaptive Learning GAme dEsign) model, a comprehensive adaptive
Cross and circle game (908 words) [view diff] exact match in snippet view article find links to article
Cross and circle is a board game design used for race games played throughout the world. The basic design comprises a circle divided into four equal portions
The Settlers of Canaan (994 words) [view diff] case mismatch in snippet view article find links to article
includes themes from the Hebrew Bible. It was published in 2002 by Cactus Game Design, based in North Carolina. Settlers of Canaan takes place in the ancient
Escape room (2,775 words) [view diff] no match in snippet view article find links to article
An escape room, also known as an escape game, puzzle room, exit game, or riddle room is a game in which a team of players discover clues, solve puzzles
Overworld (735 words) [view diff] case mismatch in snippet view article find links to article
video game Everman, Tess (24 August 2021). "How Hub Worlds Shape Video Game Design". Wired. ISSN 1078-3148. Archived from the original on 24 August 2021
Monsters Menace America (236 words) [view diff] exact match in snippet view article find links to article
game produced by Avalon Hill, a subsidiary of Wizards of the Coast. The game design is by J.C. Connors and Ben Knight. Monsters Menace America is a redevelopment
Breakout (video game) (2,779 words) [view diff] exact match in snippet view article
Arkanoid (1986), which spawned dozens of imitators. It also influenced the game design of Taito's Space Invaders (1978). Breakout begins with eight rows of
SWIV (386 words) [view diff] exact match in snippet view article find links to article
home computer formats in 1989. The game's heritage is evident from the game design whereby one player pilots a helicopter, and the other an armoured Jeep
Business simulation game (1,048 words) [view diff] case mismatch in snippet view article find links to article
Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Laramee, Francois Dominic (2002). Game Design Perspectives: Advances in Computer Graphics
SXSW Gaming Awards (1,890 words) [view diff] no match in snippet view article find links to article
The SXSW Gaming Awards were awards given to video games during the annual South by Southwest Festival (SXSW), held in Austin, Texas typically in March
Vampire: The Masquerade – Bloodlines 2 (2,466 words) [view diff] exact match in snippet view article find links to article
article needs to be updated. The reason given is: changes to story and game design since the developer change. Please help update this article to reflect
Quintet (company) (748 words) [view diff] exact match in snippet view article
derived from musical terminology, representing the five elements of game design: planning, graphics, sound, programming, and production. Quintet was
Guadalcanal (1992 game) (592 words) [view diff] exact match in snippet view article
Islands and is primarily designed for two players. It uses the same game design as the Smithsonian edition of Midway. Scenarios include the naval battles
User-generated content (9,946 words) [view diff] no match in snippet view article find links to article
User-generated content (UGC), alternatively known as user-created content (UCC), emerged from the rise of intelligent web services which allow a system's
Floor Games (558 words) [view diff] exact match in snippet view article find links to article
published by Skirmisher Publishing LLC in 2006 and includes a foreword by game design giant James F. Dunnigan an introduction by game designer and author Michael
Knight Lore (3,638 words) [view diff] exact match in snippet view article find links to article
its technical solutions and isometric 3D style a harbinger of future game design. They praised the game's controls and atmosphere of mystery, but noted
Third-person shooter (3,020 words) [view diff] case mismatch in snippet view article find links to article
DirectX 2002 Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Geddes, Ryan, Beyond Gears of War 2, IGN, 30 September
Loot box (20,094 words) [view diff] exact match in snippet view article find links to article
industry in 2017. Loot boxes are considered part of the compulsion loop of game design to keep players invested in a game. Such compulsion loops are known to
Video game monetization (8,253 words) [view diff] exact match in snippet view article find links to article
the monetization methods continue to diversify, they also affect the game design in a way that sometimes leads to criticism. Although there are several
Peter Molydeux (1,942 words) [view diff] exact match in snippet view article find links to article
Molyneux. Created by game artist Adam Capone in 2009, it posts audacious game design ideas in the style of Molyneux. The account presents Molyneux as a tragicomic
Shigeru Ohmori (712 words) [view diff] exact match in snippet view article find links to article
programmer, but according to Ohmori he found out he preferred video game design to programming, and instead applied to be a designer. The first title
Creatures Inc. (1,805 words) [view diff] exact match in snippet view article find links to article
Nintendo president Hiroshi Yamauchi had wanted to support new talent in game design. Liking Itoi's work, he proposed the idea of the company to Itoi and
Kula World (1,163 words) [view diff] case mismatch in snippet view article find links to article
KūraKuesuto) in Japan, is a puzzle-platform video game developed by Game Design Sweden AB and published by Sony Computer Entertainment for the PlayStation
LucasArts adventure games (4,997 words) [view diff] exact match in snippet view article find links to article
irreverent or slapstick humor, with the exceptions of Loom and The Dig. Their game design philosophy was that the player should never die or reach a complete dead-end
Mass Effect 2 (10,035 words) [view diff] exact match in snippet view article find links to article
variables. The inclusion of limited ammunition was initially not part of the game design and was implemented for some early playtesting. However, the developers
Operation Crusader (video game) (1,040 words) [view diff] exact match in snippet view article
earlier V for Victory wargame series, reusing and updating much of the game design and code from those titles. Operation Crusader was the first game in
Character class (1,684 words) [view diff] exact match in snippet view article find links to article
ISSN 1604-7982. Retrieved 12 June 2016. Adams, Ernest (2010). Fundamentals of game design (2nd ed.). New Riders. pp. 465 to 466. ISBN 9780321643377. OCLC 460601644
First-person shooter (15,759 words) [view diff] exact match in snippet view article find links to article
rail shooters. BLACK in 2006 was considered to be a leader in cinematic game design, with strong sound design and destructible environments. In 2007, Portal
Action-adventure game (2,504 words) [view diff] case mismatch in snippet view article find links to article
2014. p. 8. Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. ISBN 0-13-168747-6. Luban, Pascal (6 December 2002).
Rhythm game (7,507 words) [view diff] case mismatch in snippet view article find links to article
ISBN 978-4-7700-3078-8 Rollings, Andrew & Adams, Ernest, Fundamentals of Game Design (Prentice Hall, 2006) ISBN 978-0-13-168747-9 Steinberg, Scott, Music
Permadeath (3,305 words) [view diff] exact match in snippet view article find links to article
reload a save file to obtain the best results, which was contrary to the game design—they "wanted [realism]"—so they implemented code to delete the save file
University of Silicon Valley (1,102 words) [view diff] exact match in snippet view article find links to article
emphasis on digital animation, audio and music production, and video game design. The University of Silicon Valley was founded as a high school on March
Input lag (561 words) [view diff] no match in snippet view article find links to article
Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action. In video
PlatinumGames (6,100 words) [view diff] exact match in snippet view article find links to article
their key philosophies was that the team would not follow conventional game design concepts. While PlatinumGames' core goal was to create new and original
Liberating Ourselves Locally (277 words) [view diff] exact match in snippet view article find links to article
is a place where people can learn new skills, from soldering to video game design, and operates on the principle that members of the local community can
Liberating Ourselves Locally (277 words) [view diff] exact match in snippet view article find links to article
is a place where people can learn new skills, from soldering to video game design, and operates on the principle that members of the local community can
Open Window Institute (224 words) [view diff] case mismatch in snippet view article find links to article
Writing Production Design Motion Design Sound Design 3D Animation & Game Design. Students are high school students, gap-year students, graduates, corporates
Portal 2 (17,058 words) [view diff] exact match in snippet view article find links to article
Onyett wrote, "Valve knows how a good co-operative mode requires a game design that doesn't simply encourage but requires you to work together. In Portal
SMU Guildhall (415 words) [view diff] case mismatch in snippet view article find links to article
States. In 2020, it was ranked #4 among the Top 25 Graduate Schools for Game Design by the Princeton Review. Originally located at the University's Plano
Old Man Murray (2,559 words) [view diff] exact match in snippet view article find links to article
the assumptions of game design". Dean O'Donnell, a professor at Worcester Polytechnic Institute's Interactive Media and Game Design school, includes the
Infinite Recharge (2021) (967 words) [view diff] case mismatch in snippet view article
presented at the judging group level. Traditional awards and awards from the Game Design Challenge were presented on June 26, while awards from the Innovation
Beat 'em up (6,272 words) [view diff] no match in snippet view article find links to article
A beat 'em up (also known as brawler and, in some markets, beat 'em all) is a video game genre featuring hand-to-hand combat against a large number of
Dialogue tree (916 words) [view diff] case mismatch in snippet view article find links to article
Sierra Entertainment IGN: Escape From Monkey Island Review Adventure Game Design Patterns at God Patterns Strange Things in Sierra's Adventure Game Demos
Stephen Clarke-Willson (152 words) [view diff] case mismatch in snippet view article find links to article
all time, Color a Dinosaur.) He published a SIGGRAPH paper, "Applying Game Design to Virtual Environments". Clarke-Willson now works at ArenaNet as the
Minigame (330 words) [view diff] exact match in snippet view article find links to article
programmer Nasir Gebelli despite it not being part of Squaresoft's original game design. The PocketStation for PlayStation and VMU for Dreamcast accessories
Dan Verssen (137 words) [view diff] exact match in snippet view article find links to article
credited as the designer of over 100 board games or game items. His first game design Modern Naval Battles, which was published by 3W Games in 1989, won several
Fighting game (11,719 words) [view diff] case mismatch in snippet view article find links to article
1996. p. 33. Rollings, Andrew; Adams, Ernest (2006). Fundamentals of Game Design. Prentice Hall. Archived from the original on December 31, 2017. Retrieved
Thomas M. Disch (3,486 words) [view diff] exact match in snippet view article find links to article
success, the game pioneered ideas that would later become popular in game design by modeling the entire Manhattan street map south of 110th St. and allowing
Video games in Latin America (1,360 words) [view diff] exact match in snippet view article find links to article
authentically representing their roots and heritage. An important aspect of game design is the changes the games undergo to appeal to specific audiences around
BioShock (14,699 words) [view diff] exact match in snippet view article find links to article
Levine says was then-Irrational Games' guiding principle of putting game design first. These areas were also issued due to some internal strife and lack
Fantasy Zone (1,432 words) [view diff] exact match in snippet view article find links to article
Opa-Opa, is sometimes referred to as Sega's first mascot character. The game design and main character have many similarities to the earlier TwinBee, and
Soren Johnson (1,653 words) [view diff] exact match in snippet view article find links to article
the earliest developers who involved the internet gaming community in game design, testing, and discussion. Soren Johnson was born in Olympia, Washington
Video games in Switzerland (1,904 words) [view diff] case mismatch in snippet view article find links to article
TECFA, UNIGE. Confederatio Ludens: Swiss History of Games, Play and Game Design 1968-2000, a SNSF Sinergia project. Horror-Game-Politics, a SNSF Ambizione
Kellee Santiago (1,833 words) [view diff] exact match in snippet view article find links to article
University of Southern California. However, Santiago became involved in video game design and produced Cloud, a game developed by Jenova Chen and a student team
Aldridge UTC@MediaCityUK (490 words) [view diff] case mismatch in snippet view article find links to article
England. The college specialises in 3 topics, those being Film and TV, Game Design, and Digital Design. The UTC opened in September 2015 by BBC Director-General
Humanistic informatics (325 words) [view diff] exact match in snippet view article find links to article
gaming industry which has developed both casual and serious gaming and game design strategies to foster learning in the humanities and all other academic
Ed Boon (666 words) [view diff] exact match in snippet view article find links to article
Deadly Alliance Team lead, game design, programming, voice of Scorpion 2004 Mortal Kombat: Deception Project lead, game design, programming, voice of Scorpion
Sports video game (8,836 words) [view diff] exact match in snippet view article find links to article
electronic and did not require an overlay, introducing a ball-and-paddle game design that showcased the potential of the new video game medium. This provided
Undertale (10,227 words) [view diff] case mismatch in snippet view article find links to article
2016. Retrieved January 5, 2025. Moore, Michael E. (2011). Basics of Game Design. A K Peters, Ltd. p. 142. ISBN 978-1-56881-433-9. Hall, Mat (September
Ludonarrative dissonance (1,316 words) [view diff] exact match in snippet view article find links to article
2016, Frédéric Seraphine, semiotician and researcher specialized in game design at the University of Tokyo wrote a literature review about the notion
Dan Panosian (746 words) [view diff] no match in snippet view article find links to article
Dan Panosian (born 1969) is an American comic book artist, with extensive credits as both a penciller and an inker and has additional credits as an advertising
Girl Scouts of the USA (11,678 words) [view diff] case mismatch in snippet view article find links to article
Coding Basics Digital Game Design Digital Game Design Digital Game Design Digital Game Design Digital Game Design Digital Game Design App Development App
VCON (738 words) [view diff] case mismatch in snippet view article find links to article
Clement Coney Michael Toastmaster 20 1993-05-29 Michael Coney Cook Monte Game Design Special Guest 27 2002-10-12 Monte Cook Cramer John G. Science GoH 16
Imagine Cup (1,941 words) [view diff] case mismatch in snippet view article find links to article
build their ideas into applications that can change the world. Game Design The Game Design Competition challenges participants to create a new game that
Digital collectible card game (2,819 words) [view diff] exact match in snippet view article find links to article
compared to loot boxes, which are considered part of the compulsion loop of game design, and in the 2010s, been compared to gambling and have faced potential
Action role-playing game (5,640 words) [view diff] case mismatch in snippet view article find links to article
on July 17, 2004. Retrieved March 6, 2009. Rouse III, Richard (2005). Game Design: Theory & Practice Second Edition. Wordware Publishing. 500–531. ISBN 1-55622-912-7
Roger Keating (690 words) [view diff] case mismatch in snippet view article find links to article
Disaster on the Donets (2008) Chris Crawford (2003). Chris Crawford on Game Design. New Riders. pp. 192–. ISBN 978-0-13-146099-7. "The best in war game
AgentSheets (332 words) [view diff] case mismatch in snippet view article find links to article
2010, AgentSheets 3 was released. AgentSheets was supported by Scalable Game Design aligned with the International Society for Technology in Education's
Holistic Design (373 words) [view diff] exact match in snippet view article find links to article
Ken Lightner, though the other current partners bring a broad array of game design skills to the firm, most notably Bill Bridges, Andrew Greenberg and Chris
Holistic Design (373 words) [view diff] exact match in snippet view article find links to article
Ken Lightner, though the other current partners bring a broad array of game design skills to the firm, most notably Bill Bridges, Andrew Greenberg and Chris
Previsualization (2,543 words) [view diff] exact match in snippet view article find links to article
in other creative arts, including animation, performing arts, video game design, and still photography. Previsualization typically describes techniques
List of game manufacturers (1,533 words) [view diff] exact match in snippet view article find links to article
Studios Press – role-playing games Art Meets Matter – board games and game design concepts Asmodée Éditions – board games; formerly called Siroz Atlas
Dino Dini's Goal (397 words) [view diff] exact match in snippet view article find links to article
from Anco Software and was responsible for all Goal's engineering and game design. Goal introduced improved dynamics and A.I. over Kick Off 2, as well
Portal (570 words) [view diff] exact match in snippet view article find links to article
Gathering card game Portal (video game element), an element in video game design Portal (band), an Australian extreme metal band Portal (album), a 1994
Far Cry 2 (9,155 words) [view diff] exact match in snippet view article find links to article
major smuggler who has seen many more terrible things. The aim of the game design, as with the narrative, was to maintain a realistic tone and style through
Robert N. Charrette (2,053 words) [view diff] exact match in snippet view article find links to article
and fantastic representations of Samurai culture. His early work in game design and miniature sculpting set the tone for depictions of Japanese mythology
Gabriel Knight (3,019 words) [view diff] exact match in snippet view article find links to article
was followed by two sequel games that each used a different style of game design: The Beast Within: A Gabriel Knight Mystery (1995), an interactive movie
System Reference Document (760 words) [view diff] exact match in snippet view article find links to article
Documents". Chase Carter, for Polygon in 2022, highlighted that the indie game design scene "has moved toward extremely permissible SRDs and the open plains
Golisano College of Computing and Information Sciences (984 words) [view diff] exact match in snippet view article find links to article
and the School of Interactive Games & Media, home to the college's game design and development and interactive development programs. Golisano College
Tactical role-playing game (10,457 words) [view diff] case mismatch in snippet view article find links to article
"Official Site". Kure Software Koubou. Retrieved 2011-05-19. (Translation) Game Design Essentials: Fire Emblem, Gamasutra Devil Survivor And The Countdown Clock
Yoko Taro (2,834 words) [view diff] exact match in snippet view article find links to article
absorption into AQ Interactive. Critics have noted Yoko's unconventional game design and writing style. One of the main aspects of his work is exploring the
Joseph Saulter (231 words) [view diff] case mismatch in snippet view article find links to article
Technology Boom". He is also the author of the book Introduction to Game Design and Development published by McGraw-Hill. https://www.cmpevents.com/GD07/a
Rocket Science Games (1,213 words) [view diff] exact match in snippet view article find links to article
entrepreneur Steve Blank in 1993. The staff included auteurs of video game design, such as Brian Moriarty and Will Harvey. Despite heavy promotion of the
Anvil Studio (666 words) [view diff] case mismatch in snippet view article find links to article
Game Design". Archived from the original on 2015-02-11. Retrieved 2015-02-11. Myers, Brian. "Computer Gaming Academy II - Intro to Video Game Design"
Otis College of Art and Design (1,290 words) [view diff] case mismatch in snippet view article find links to article
visual effects programs in the United States, and #10 in California for Game Design. Otis is also known for its fine arts programs. In 2023, Animation Career
Atari 2600 (8,431 words) [view diff] case mismatch in snippet view article find links to article
Retrieved October 13, 2018. Weesner, Jason (January 11, 2007). "On Game Design: A History of Video Games". Archived from the original on November 24
Frank Lantz (475 words) [view diff] exact match in snippet view article find links to article
the New York University Game Center. For over 12 years, Lantz taught game design at NYU's Interactive Telecommunications Program. He has also taught at
Populous: The Beginning (2,637 words) [view diff] exact match in snippet view article find links to article
complaints were directed at the artificial intelligence and the indecision in game design between being a real time strategy title and a god game. GamePro's Peter
University of Utah College of Architecture and Planning (936 words) [view diff] exact match in snippet view article find links to article
and graduate degrees in architecture, city and metropolitan planning, game design, and multi-disciplinary design. The College also offers graduate certificates
Rock paper scissors (8,431 words) [view diff] no match in snippet view article find links to article
Rock paper scissors (also known by several other names and word orders, see § Names) is an intransitive hand game, usually played between two people, in
Pie in the Sky (game engine) (4,119 words) [view diff] no match in snippet view article
in its editing tools, making it suitable even for beginners with no game-design experience. The company, formed principally by programmer Kevin Stokes
Dark Souls (3,972 words) [view diff] exact match in snippet view article find links to article
time being described as a separate entity "guided by differing core game design concepts." It also drew inspiration from video games such as Ico, The
Renegade Kid (973 words) [view diff] exact match in snippet view article find links to article
formerly of Iguana Entertainment. Well known for their distinctive style of game design, it served as a pioneer in developing indie games prior to its closure
Mary Flanagan (1,905 words) [view diff] case mismatch in snippet view article find links to article
Board Games, Values at Play in Digital Games, and Critical Play: Radical Game Design. She is the CEO of the board game company Resonym. Her artwork has exhibited
University of California, Santa Cruz (10,118 words) [view diff] case mismatch in snippet view article find links to article
October 14, 2008. "UCSC ranked in top 50 for Game Design". Retrieved November 5, 2010. "2019 Top Game Design Programs". www.princetonreview.com. Franek
Single-player video game (1,273 words) [view diff] case mismatch in snippet view article find links to article
Rampant Coyote. N.p., n.d. Web. 18 Apr. 2013. Fullerton, Tracy (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games (3 ed.)
Worldbuilding (2,996 words) [view diff] no match in snippet view article find links to article
created on a case-by-case basis for the RPG's story to function. From a game-design perspective, the goal of worldbuilding is to create the context for a
Celso Riva (311 words) [view diff] exact match in snippet view article find links to article
Celso Riva (born c. 1974) is an Italian independent video game designer of several critically acclaimed games, including The Goalkeeper, Universal Boxing
Strategic Studies Group (430 words) [view diff] exact match in snippet view article find links to article
Run 5, that included articles on historical background to the games, game design, game play and data for setting up new or variant scenarios. Subscribers
Water Temple (Ocarina of Time) (1,549 words) [view diff] exact match in snippet view article
De Nucci, Ennio; Kramarzewski, Adam (2018). Practical Game Design: Learn the art of game design through applicable skills and cutting-edge insights. Packt
Dylan Sprouse (2,491 words) [view diff] exact match in snippet view article find links to article
School of Individualized Study and obtained a four-year degree in video game design. He has identified as a Heathen since age 15. Since 2018, Sprouse has
First Person Shooter (The X-Files) (2,048 words) [view diff] exact match in snippet view article
Lone Gunmen summon Mulder and Scully to the headquarters of a video game design company after a new virtual reality game, which the Gunmen helped design
Evan Skolnick (1,164 words) [view diff] case mismatch in snippet view article find links to article
computer games and video games. He is currently an instructor in the Game Design & Development program at Cogswell College in San Jose, California, and
Evan Skolnick (1,164 words) [view diff] case mismatch in snippet view article find links to article
computer games and video games. He is currently an instructor in the Game Design & Development program at Cogswell College in San Jose, California, and
Hunt Down the Freeman (1,442 words) [view diff] exact match in snippet view article find links to article
negative reception, receiving criticism for its numerous bugs, poor game design and story, and allegations of copyright infringement. Hunt Down the Freeman
King Art Games (279 words) [view diff] case mismatch in snippet view article find links to article
the Deutscher Entwicklerpreis, and the developer team also won "Best Game Design" and "Best Sound Design" and was nominated for "Best Graphic" and "Best
The World Is Not Enough (Nintendo 64 video game) (2,772 words) [view diff] exact match in snippet view article
the environments of the film, the company added elements to help the game design, including a mission that takes place in the London Underground. The
Bookworm Adventures (1,942 words) [view diff] case mismatch in snippet view article find links to article
also won three Zeeby awards for Best Word & Trivia Game of 2006, Best Game Design of 2006 and Best Story/Narrative of 2006. A sequel for Bookworm Adventures
Glossary of board games (2,265 words) [view diff] case mismatch in snippet view article find links to article
of Tabletop Game Design. CRC Press. p. 438. ISBN 978-1-138-36549-0. Davidson, Drew; Costikyan, Greg (2011). Tabletop: Analog Game Design. Lulu.com. p
Thomas W. Malone (653 words) [view diff] exact match in snippet view article find links to article
games. In 1980, Malone published papers in the nascent field of video game design. His paper "Toward a theory of intrinsically motivating instruction"
TRS-80 character set (396 words) [view diff] case mismatch in snippet view article find links to article
Prentice-Hall. ISBN 978-0-131-64749-7. Crawford, Chris (2003). Chris Crawford on Game Design. New Riders. ISBN 978-0-131-46099-7. Bettencourt, Rebecca G. (2017) [2015]
Jason Rubin (2,209 words) [view diff] exact match in snippet view article find links to article
school and game design to move to Los Angeles and attempt a career as a screenwriter, but after little success, he returned to school and game design. While
Wylie Stateman (3,532 words) [view diff] exact match in snippet view article find links to article
Music (music editorial for feature films and television), DMG (computer game design), Mind’s Eye/Jabberwocky (books on tape), and Soundelux Florida (editorial)
Tynker (487 words) [view diff] exact match in snippet view article find links to article
skills, including game design, web design, animation and robotics. It includes courses in Minecraft Modding, Minecraft Game Design, Creative Coding, Python
Tron: Deadly Discs (1,078 words) [view diff] exact match in snippet view article find links to article
for the Intellivision console published by Mattel in 1982. The initial game design was done by Don Daglow, with further design and programming by Steven
Lords of the Rising Sun (294 words) [view diff] exact match in snippet view article find links to article
Lords of the Rising Sun is a 1989 video game by Cinemaware, game design and art by Doug Barnett, released for the Amiga among other systems. Like the
Wraparound (video games) (694 words) [view diff] case mismatch in snippet view article
ISBN 978-0-292-79150-3 at Google Books Salen, Katie (2004). Rules of Play: Game Design Fundamentals. MIT Press. p. 394. ISBN 0262240459. Retrieved 2014-11-20
Alan Emrich (1,058 words) [view diff] exact match in snippet view article find links to article
Point Games (until he sold the company to a new owner) and lectured in game design and project management. In 2001, Emrich received the Blomgren/Hamilton
Valve Corporation (10,322 words) [view diff] exact match in snippet view article find links to article
themselves. They develop games through playtesting and iteration, describing game design as a kind of experimental psychology. By 2012, Valve employed around
D (video game) (2,877 words) [view diff] exact match in snippet view article
unique blend of cinema and gaming and an early example of mature horror game design. D is an interactive movie which features adventure game elements, a
Martech (1,218 words) [view diff] exact match in snippet view article find links to article
such as Jaws. The company won several industry awards for innovative game design and marketing campaigns. In the late 1980s the company embarked on an
Console (computer games) (641 words) [view diff] no match in snippet view article
A console is a command line interface where the personal computer game's settings and variables can be edited while the game is running. Consoles also
Extra Credits (3,524 words) [view diff] case mismatch in snippet view article find links to article
secondary title "Talking About These", and certain videos also went by "Game Design Corner". One episode also features journalist Leigh Alexander from Gamasutra
Czech Game of the Year Awards (2,442 words) [view diff] case mismatch in snippet view article find links to article
Nominated: American Truck Simulator, Dark Train and The Solus Project Best Game Design - Chameleon Run by Hyperbolic Magnetism Nominated: Dark Train, Samorost
Assassin's Creed (20,411 words) [view diff] exact match in snippet view article find links to article
have received generally positive reviews for their ambition in visuals, game design, and narratives, with criticism for the yearly release cycle and frequent
Item (game terminology) (1,366 words) [view diff] case mismatch in snippet view article
January 2018. Rogers, Scott (2014). Level Up! The Guide to Great Video Game Design (2 ed.). John Wiley & Sons. ISBN 978-1118877197. Retrieved 23 January
Balance (349 words) [view diff] exact match in snippet view article find links to article
a Moody Blues song on the 1970 album A Question of Balance Balance (game design), the concept and the practice of tuning relationships between a game's
Balance (349 words) [view diff] exact match in snippet view article find links to article
a Moody Blues song on the 1970 album A Question of Balance Balance (game design), the concept and the practice of tuning relationships between a game's
DePaul University (6,399 words) [view diff] exact match in snippet view article find links to article
information sciences; and the School of Design, which houses programs in game design, interactive and social media, and digital communication and media arts
Elizabeth LaPensée (952 words) [view diff] exact match in snippet view article find links to article
University. p. V. "The post-apocalyptic dimensional space of Native video game design". Ars Technica. Retrieved October 5, 2017. Hearne, Joanna; LaPensée,
Christian Cantamessa (938 words) [view diff] exact match in snippet view article find links to article
Quackers Game design (Game Boy Color version) 2001 The Watchmaker Game design, original story, quality assurance 2001 Rayman M Game design (battle) 2003
Rochester Institute of Technology (8,979 words) [view diff] exact match in snippet view article find links to article
for video game design for 2019" in undergraduate programs and No. 7 in graduate programs. Among the top 75 universities for Video Game Design in the US
Analysis paralysis (1,737 words) [view diff] exact match in snippet view article find links to article
can result in time trouble. Good game design can reduce the likelihood of analysis paralysis in gameplay. Game design itself can also be susceptible to
Motivation (14,598 words) [view diff] case mismatch in snippet view article find links to article
ISBN 978-0-8308-9880-0. Retrieved 25 September 2023. Pedersen, Roger (23 June 2009). Game Design Foundations. Jones & Bartlett Publishers. ISBN 978-0-7637-8274-0. Retrieved
Stardew Valley (6,103 words) [view diff] exact match in snippet view article find links to article
shortcomings. He used it as an exercise to improve his programming and game design skills. British studio Chucklefish approached Barone halfway through
Black Widow Games (1,204 words) [view diff] exact match in snippet view article find links to article
Prominent members included Neil Manke (game and level design), Einar Saukas (game design and coding), and Magnus Jansén (game consultant and sound engineer).
Wilfrid Laurier University (4,669 words) [view diff] exact match in snippet view article find links to article
in 2017-2018 included Game Design and Development at the Brantford campus. "The program develops skills not only in game design, project management and
Jennifer Ann's Group (2,598 words) [view diff] exact match in snippet view article find links to article
Since 2008 the organization has sponsored an annual game design competition, the Life.Love. Game Design Challenge, asking game developers "Can you create
Hexany Audio (744 words) [view diff] no match in snippet view article find links to article
Hexany Audio is an audio post-production studio based in the Greater Los Angeles area. It provides custom sound, original music, voice over, audio programming
Artificial stupidity (770 words) [view diff] exact match in snippet view article find links to article
reflects the issue first raised by Turing. Lars Lidén argues that good game design involves finding a balance between the computer's "intelligence" and
Brownsville Early College High School (276 words) [view diff] exact match in snippet view article find links to article
National level on multiple occasions. One team won 1st place in the video game design competition at the 2017 TSA National Conference, and another team placed
Nidhogg (video game) (2,166 words) [view diff] case mismatch in snippet view article
the next four years before its final release. It won Indiecade 2013's Game Design award and the 2011 Independent Games Festival's Nuovo Award. It was released
Dragon Age II (7,826 words) [view diff] no match in snippet view article find links to article
Dragon Age II is a 2011 action role-playing video game developed by BioWare and published by Electronic Arts (EA). It is the second major game in the Dragon
Piranha Plant (2,838 words) [view diff] exact match in snippet view article find links to article
come within range like a Venus flytrap. Within the context of video game design, the Piranha Plant is a low-risk hazard that is tied to a single location
Pokémon Snap (5,022 words) [view diff] exact match in snippet view article find links to article
Stakeout was compared by Kotaku to Pokémon Snap. The book Patterns in game design used Pokémon Snap as an example of "aim & shoot" gameplay. Author Raph
Erin Hoffman (821 words) [view diff] case mismatch in snippet view article find links to article
Mars Generation One: Argubot Academy, GlassLab, Game Design Lead 2013, SimCityEDU, GlassLab, Game Design Lead 2013, Doki-Doki Universe, HumaNature Studios
Creative director (1,619 words) [view diff] exact match in snippet view article find links to article
ISBN 978-1-000-00777-0. OCLC 1275129602. Careers in focus: computer and video game design. 2nd ed. New York: Ferguson, 2077. p.17-24. "Art Department – Skillset
Gotland Game Conference (1,072 words) [view diff] case mismatch in snippet view article find links to article
marks the end of the academic year for the students at the Department of Game Design at Campus Gotland, Uppsala University. Here they can showcase everything
Character race (3,466 words) [view diff] case mismatch in snippet view article find links to article
(hybrid of a human and an orc).[citation needed] The book Fundamentals of Game Design (2013) states: "in RPGs, race refers to groups of real and fantasy humanoids