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In less than 24 hours I had done it... I started and finished a game. Hundreds had finished before me, yet many failed to complete something before the deadline. It had hit me then that there's a formula to finishing a game, and it's about time everyone knew what it is...
I am sure you have seen a game development tutorial. One that helps you get from A to B...
Personally, I have made over 150 of those tutorials in the past two years and while I will continue to make them, this course is not that.
Following a development tutorial isn't enough. You need a framework with a backbone, that will help from the moment you have your own idea, to publishing it on your desired platform.
Whether you want to make a game for a competition, a mobile app, or a client, the methods in Discover Game Design will guide you there.
There is more to finishing a game than you may think...
Not every game should be a "hit"...
By gaining the experience of finishing a game, you're 10 steps ahead of where you were. Not every game is a success, not every game is good but, just finishing a game, that's impressive.
Can you rinse and repeat just that?
There are patterns in everything we do but not all of them lead to a finished product.
In Discover Game Design I have uncovered the three steps needed to finish the games you start.
Why do we put an emphasis on software so much? In the long run, it has nothing to do with the success of your game or your ability to make a good game. How you use and master that software is up to you.
The scope has always mattered yet, no one seems to care. One of the most common questions I get asked is, "Can you make this multiplayer for me?".
It's time we scope down, make our games in a couple weeks and keep going.
The book encompasses all the knowledge you need to start and finish your game, and you can read it now totally free.
With three chapters, and over 80 pages, it's a guide you can follow along with as you begin your journey into game design.
Ready to find out why you have always been able to start a game and never finish? The answer you are seeking is undoubtedly within these pages.
From there, we learn of the game loop formula and how it becomes our backbone to making our game engaging and thoughtful. More than that, we define what it is our game means to us, we create a world and we state our plan to share as we go, with nothing getting in our way.
Discovering game design is at your fingertips, read it now online for free.
Sandy Gordon, co-founder of Spaceboy games and pixel artist extraordinaire, Sandy has worked on games of all kinds. From Rivals of Aether to Fara & The Eye of Darkness, you are going to want to hear what Sandy has to say about finishing games.
Good morning, afternoon, or evening, wherever and whenever you are, Benjamin Anderson is there. A power user of Game Maker Studio, Ben talks about how to make quick wins by limiting the scope of our project. We even chat about everything else related to where games are at, and where they are headed.
Ryan Davis, creator of Adventure Lamp has had quite the journey finishing games. On top of real life commitments, Ryan made it work, creating a charming and challenging platformer with over 150 levels. How did he do it? What's his secrets? Ryan kindly reveals all in this hour long interview.
Kirk Lucas, creator of Ballistic Tanks is a motion designer. He set out to challenge himself and make a game from start to finish. With some tutorials, and spare time at night, he cranked out a game that has over 5 game modes and 50 different maps. Not bad for a first try!
Bilge Kaan has made some legendary art assets and engines. He pioneers with Construct and has set the standard for what you can do with platformers in the engine. Being very practical, we discuss how he finishes projects and makes money.
Adam Prack has been developing his game Courier for a while. The level of quality and craftsmanship he has pulled off is out of this world. In our interview we find out how he got started, what he would do if he could time travel and how he is going about finishing his ambitious game.
Tom Gullen is the co-founder of Scirra, the company that makes Construct. While Tom is not a game developer himself, he has taken the time to talk about what sets certain tools apart, and how discipline is necessary to achieve your goals.
Creator of 'Don't Tax me Bro' Tibi Tircomnicu and I discussed how he set out to finish a game but didn't have the know how. After the programmer he hired fell through, he decided to go at it alone and push himself. It paid off as his alpha has been played by dozens of YouTubers and is on the way to becoming a fast selling game.
The Discover Game Design video series consists of 12 videos all around the game loop formula. Once you understand what you need to do to finish your game, the videos help you re-affirm and get centered.
With each video, you will find the best of the best Discover Game Design has to offer.
Everything you will ever need to start and finish your games. Access to the book in all formats, 12 videos on the game loop formula and 8 in-depth interviews with professional game developers, you will be learn from the greats.
Includes (.PDF, .MOBI, EPUB)
If you are in need of a smaller version that still hits home, I've got you covered. Welcome to the adventure edition of Discover Game Design. Get your feet wet with some of our professional interviews and videos.
Includes (.PDF, .MOBI, EPUB)
Need to learn on a budget? The starter edition was made for you. Get all that you can out of Discover Game Design without breaking the bank.
Includes (.PDF, .MOBI, EPUB)
While writing the book for Discover Game Design I uncovered three key traits in games that have achieved 'replay-ability' status. The game loop formula is a direct strategy to emulating their success. It is with these traits that I have comprised a short course to help get your feet wet with what Discover Game Design has to offer.
The days of having no plan are over.
A must read for those starting in the development of video games. A great reading experience with good advice and motivation; that will help you giving you a starting point to face your projects.
- Ghost Estudios (Creator of Canon Warfare)
Very nice already learned 4-5 new important things. I would call your book the ‘Think and grow rich’ of game development.
- GSquadron (Creator of Mom's Letter)