- Results from the Game Design Challenge: Achievement
[11.20.08]
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The most recent Game Design Challenge asked you to come up with an Xbox 360 Achievement for any existing game, focusing on something unique and different for that game. Playing for achievement points is a popular meta-game, because they hit many different player types. Here, we present the three strongest solutions to this challenge and three honorable mentions.
- GameCareerGuide.com's Game Design Challenge: Insomnia
[11.19.08]
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How do game designers take a theme and representing using an abstract system? How do game designers convey a notion or sense of feeling through abstract objects? This week's Game Design Challenge asks you to figure out the answer to those questions.
- 10 Trends in Game Design
[11.18.08]
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Aspiring game designer and 3D artist David McClure discusses the top 10 trends he sees in game design and which games have them. Paying attention to the design decisions that developers make in new games is key to guessing where games, as a medium, will go next.
- Ask the Experts: The Go Between
[11.17.08]
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A student and artist from North Carolina writes to ask whether to study programming in addition to 3D animation. Although knowing a little programming certainly never hurt anyone in the game development industry, studying it jointly with an arts program could take time and devotion away from making the best possible portfolio and demo reel.
- Controversy in the Classroom: Whose IP is it Anyway?
[11.13.08]
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Students at game schools are producing award-winning games -- but who owns them after graduation? Gamasutra has just posted an article by journalist Paul Hyman, who spoke with IGF-winning creators, attorneys, and representatives from leading game schools about the controversy.
- Results from the Game Design Challenge: Black History Month
[11.13.08]
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If you were to design a game that fifth graders could play to enhance their Black history curriculum, what would you do? How would you approach the problem? How much factual information would you put into the game, and how much of it would be abstract fun? Three readers came up with inventive and pragmatic solutions to this game design problem.
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