- Here's a list of gaming articles I've generally found to be informative and a small blurb on most of them. If you know any gaming articles you would like to add to this, please forward them to [email protected]
- This is a history on the arcade in america, how it flourished prior to games, carried over some negative connotations from gambling, and ultimately died.
- http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only
- These ones are mostly on visual design which he's good at and honestly I hate the rest of the blog, the guy is usually a dunce.
- http://howtonotsuckatgamedesign.com/?p=1669
- http://howtonotsuckatgamedesign.com/?p=1702
- http://howtonotsuckatgamedesign.com/?p=3115
- http://howtonotsuckatgamedesign.com/?p=1271
- http://howtonotsuckatgamedesign.com/?p=1473
- http://howtonotsuckatgamedesign.com/?p=133
- http://howtonotsuckatgamedesign.com/?p=54
- http://howtonotsuckatgamedesign.com/?p=238
- Kayin generally writes a ton of insightful stuff on game design.
- http://kayin.pyoko.org/?p=2047
- http://kayin.pyoko.org/?p=1210
- http://kayin.pyoko.org/?p=2036
- http://kayin.pyoko.org/?p=936
- http://kayin.pyoko.org/?p=1862
- http://kayin.pyoko.org/?p=956
- Fighting games are something which everyone who knows about video games should have some sort of basis in. Very very few games come anywhere close to the level of depth fighting games have. You may need 100 hours of gameplay, but fighting games have 100,000.
- http://insertcredit.com/2013/01/14/the-educated-gentlepersons-fighting-game-primer/
- http://sonichurricane.com/?p=3302
- http://shoryuken.com/2013/07/23/so-you-want-to-learn-to-play-a-fighting-game/
- Kinaesthetics are the sense of feeling that is transferred from an object's function to its operator, like a car to the driver. This is a great breakdown on kinaesthetics work in a style similar to the principles of animation.
- http://www.steveswink.com/principles-of-virtual-sensation/
- Probably really worth reading as few games have a story capable of being analyzed on a ludo-narrative level like MGS2, which I respect the game for even if I think all its messages were ultimately wrong.
- http://www.deltaheadtranslation.com//MGS2/DOTM_TOC.htm
- All of Matthew Matosis's reviews are really thorough and insightful and this is just one of his comparison videos. I suggest you visit his main channel.
- http://www.youtube.com/watch?v=jyIGhXNlF34
- I'm rather anti-religious, however all of these articles are extremely well written and accurate, from a bizarre perspective that places good challenging games as not only the basis of good game design, but as part of being a good christian.
- http://theologygaming.com/the-japanese-style-part-1/
- http://theologygaming.com/the-japanese-style-part-2/
- http://theologygaming.com/a-journey-in-the-absence-of-freedom/
- http://theologygaming.com/i-die-daily-cheap-and-unfair-games/
- http://theologygaming.com/scoring-and-purity-of-form/
- http://theologygaming.com/replay-value/
- http://theologygaming.com/spoiled-video-gamers/
- http://theologygaming.com/friction/
- http://theologygaming.com/details/
- http://theologygaming.com/video-game-puzzles-feeling-dumb-and-overcome/
- http://theologygaming.com/computer-roleplaying-games-and-i/
- http://theologygaming.com/whats-great-about-god-of-war-part-1/
- http://theologygaming.com/whats-great-about-god-of-war-part-2/
- http://theologygaming.com/whats-great-about-god-of-war-part-3/
- http://theologygaming.com/narrative-versus-conquest-video-games-and-conflict/
- http://theologygaming.com/accessibility/
- http://theologygaming.com/experience-vs-mechanics/
- http://theologygaming.com/video-games-art-and-objective-standards-introduction/
- http://theologygaming.com/video-games-art-and-objective-standards-preliminary-objections/
- http://theologygaming.com/video-games-art-and-objective-standards-preliminary-objections-2/
- http://theologygaming.com/fractured-soul-paxtravaganza-2013/
- http://theologygaming.com/metal-gear-rising-revengeance-difficulty-levels-and-engagement/
- Technically about traditional games. Funny and informative.
- http://www.chimeramag.com/features/tenpoints.html
- heh. Interesting jab at CoD, contains some points I hadn't really thought of.
- http://www.pcgamer.com/2013/03/13/call-of-duty-red-orchestra-2-interview/
- Why do we play games? Cute video.
- http://www.youtube.com/watch?v=e5jDspIC4hY
- Interesting concept brought up by Vaati Vidya. I'll be stealing this turn of phrase because it's a good term for it.
- http://www.youtube.com/watch?v=_SOg990vAyk&list=UUe0DNp0mKMqrYVaTundyr9w&index=3
- Mr B tongue is pretty cool, just leans way too much on the simulationist/narrativist side.
- http://www.youtube.com/watch?v=VJJaGSV75y0
- Always useful to have at least 7 articles like this around. Game physics are a big deal, because they
- http://openarena.wikia.com/wiki/Game_physics
- I generally respect Tadhg Kelly's writings on game design.
- http://www.whatgamesare.com/2013/01/choose-fairness-over-balance-game-design.html
- http://www.whatgamesare.com/2011/06/busywork-is-not-fun-design.html
- http://www.whatgamesare.com/2012/02/the-narrative-vs-mechanics-circus.html
- http://www.whatgamesare.com/2012/03/games-are-not-experiences.html
- http://www.whatgamesare.com/2012/03/equivocitis-terminology-wars.html
- http://www.whatgamesare.com/2012/02/the-difference-between-actions-and-verbs-game-design.html
- http://www.whatgamesare.com/2011/01/love-your-pirates-heresy.html
- http://www.whatgamesare.com/2011/02/you-need-four-coders-production.html
- http://www.whatgamesare.com/2010/12/there-is-no-secret-sauce.html
- http://www.whatgamesare.com/2011/02/all-games-are-played-to-win-design.html
- http://www.whatgamesare.com/2011/05/all-games-are-about-death-fundamentals.html
- http://www.whatgamesare.com/2011/02/seven-steps-to-the-epic-win-design.html
- http://www.whatgamesare.com/2011/02/video-game-writing-and-the-sense-of-story-writing.html
- http://www.whatgamesare.com/2011/10/the-little-deck-of-game-design-project.html
- http://www.whatgamesare.com/2011/06/all-good-games-are-tests-but-not-vice-versa.html
- http://www.whatgamesare.com/2012/11/games-dont-need-saving.html
- http://www.whatgamesare.com/2011/04/health-packs-barrels-and-uniforms-are-good-simulationism.html
- http://www.whatgamesare.com/2011/11/tolstoy-art-divided-brains-and-roleplaying-games.html
- http://www.whatgamesare.com/2011/06/all-good-games-are-tests-but-not-vice-versa.html
- http://www.whatgamesare.com/2011/02/cars-dolls-and-video-games-narrativism.html
- http://www.whatgamesare.com/2011/04/fairness-is-a-perception-game-psychology-1.html
- http://www.whatgamesare.com/2011/06/is-your-game-one-dimensional-design.html
- http://www.whatgamesare.com/2011/08/synchronous-or-asynchronous-definitions.html
- http://www.whatgamesare.com/2011/08/worlds-in-motion-game-design.html
- http://www.whatgamesare.com/2011/01/why-games-fail-publishing.html
- http://www.whatgamesare.com/2011/12/the-four-lenses-of-game-making.html
- http://www.whatgamesare.com/2011/03/visual-vs-action-oriented-design-game-design.html
- http://www.whatgamesare.com/2011/01/gamification-avoiding-the-fate-of-args-meta.html
- http://www.whatgamesare.com/2011/09/fun-simple-to-explain-hard-to-accept.html
- http://www.whatgamesare.com/2011/02/simulacra-or-simulation-what-games-are-not.html
- http://www.whatgamesare.com/2012/07/on-player-characters-and-self-expression-game-design.html
- http://www.whatgamesare.com/2010/12/distractions-engagement-hierarchy.html
- http://www.whatgamesare.com/2010/12/the-engagement-hierarchy.html
- http://www.whatgamesare.com/2011/05/the-enclosure-problem-gamification.html
- http://www.whatgamesare.com/2011/10/interactivity-means-doing-stuff-narrativism.html
- http://www.whatgamesare.com/2012/03/marketing-stories-are-not-about-you.html
- http://www.whatgamesare.com/2011/02/the-sweet-spot-theory-of-actions-game-design.html
- http://www.whatgamesare.com/2012/05/the-joys-of-gaming-game-design.html
- http://www.whatgamesare.com/2011/04/art-is-the-best-business-what-games-are.html
- http://www.whatgamesare.com/2012/02/what-dear-esther-is-not.html
- http://www.whatgamesare.com/2011/09/can-games-be-radical-art.html
- http://www.whatgamesare.com/2012/04/what-foods-are-new-project.html
- http://www.whatgamesare.com/2011/01/minecraft-and-the-question-of-luck-what-games-will-be.html
- http://www.whatgamesare.com/2012/09/great-story-bad-game-should-the-walking-dead-be-nodal.html
- http://www.whatgamesare.com/2011/06/how-to-look-at-resources-vs-risk-game-startups.html
- http://www.whatgamesare.com/2012/05/are-games-made-of-games.html
- http://www.whatgamesare.com/2010/12/games-of-the-year-fans.html
- http://www.whatgamesare.com/2010/12/worldmakers-game-design.html
- http://www.whatgamesare.com/2010/12/are-you-fooling-yourself-engagement.html
- http://www.whatgamesare.com/2011/08/do-your-players-know-their-role-game-design.html
- http://www.whatgamesare.com/2012/05/pilots-not-heroes-players.html
- http://www.whatgamesare.com/2012/05/games-dont-tell-stories-people-tell-stories.html
- http://www.whatgamesare.com/2011/09/adventure-games-deserved-to-die-narrativism.html
- Sessler being right about scores, briefly. He's been dumb lately, but this one is great.
- https://www.youtube.com/watch?feature=player_embedded&v=kqeiN4pqTjo
- David Sirlin designed a ton of great games and has never fucked up to date. His blog is filled with great information on how to design and balance games, along with how specific aspects of them influence the whole.
- http://www.sirlin.net/blog/2013/3/3/the-playtesters-are-saying-to-do-x.html
- http://www.sirlin.net/blog/2012/12/7/review-of-pitfall-on-ios.html
- http://www.sirlin.net/blog/2012/2/4/soul-calibur-5-first-impressions.html
- http://www.sirlin.net/blog/2011/11/9/flash-duel-betrayal-at-raid-on-deathstrike-dragon.html
- http://www.sirlin.net/blog/2011/4/13/design-dilemmas.html
- http://www.sirlin.net/blog/2009/2/24/some-positives-about-street-fighter-4.html
- http://www.sirlin.net/blog/2011/8/25/what-is-a-love-letter-to-the-community.html
- http://www.sirlin.net/blog/category/game-developers-conference
- http://www.sirlin.net/blog/2010/7/31/starcrafts-essence-in-card-form.html
- http://www.sirlin.net/blog/2012/5/22/the-neuroscience-of-zen.html
- http://www.sirlin.net/blog/2007/11/1/virtua-fighter-5-a-little-rough-around-the-edges.html
- http://www.sirlin.net/blog/2010/2/1/dexters-mechanics-and-flavor.html
- http://www.sirlin.net/blog/2010/10/10/advantage-time-in-fighting-games.html
- http://www.sirlin.net/blog/2011/8/23/starcraft-as-a-spectator-sport.html
- http://www.sirlin.net/blog/2012/7/18/a-discussion-of-balance.html
- http://www.sirlin.net/blog/2011/4/13/design-dilemmas.html
- http://www.sirlin.net/blog/2012/8/12/scg4-update.html
- http://www.sirlin.net/blog/2009/10/21/the-design-of-things.html
- http://www.sirlin.net/blog/2009/2/27/street-fighter-4-ultra-combos.html
- http://www.sirlin.net/blog/2012/4/30/puzzle-strike-casual-play-matters.html
- http://www.sirlin.net/blog/2010/11/4/football-helmet-clown-shoes-guy.html
- http://www.sirlin.net/blog/2011/8/22/the-anti-progress-attitude.html
- http://www.sirlin.net/blog/2011/7/25/portal-2.html
- These 3 are a set where some guy on kotaku points out an amazing bit of art design in Dragon's Crown and all other vanillaware titles, and his blog is generally a great reference for the many artistic inspirations of a number of games.
- http://kotaku.com/ok-while-im-at-it-do-you-want-to-know-why-the-sorcere-476439989
- http://art-eater.com/2013/01/the-world-we-must-defend-war-peace-and-pokemon/
- http://art-eater.com/
- Only remotely good essay this guy ever wrote, brings up a very poignant point about the roteness of zelda games inbetween a ton of him gawking over his own zelda experiences.
- http://tevisthompson.com/saving-zelda/
- I like Meta Gear Solid's analysis of the entire MGS series and think they have some pretty nice articles on the side as well, especially regarding how mainstream games are based on making people think they're doing cool things when really the things they're doing are lame.
- http://metagearsolid.org/2012/01/the-opposite-of-epic/
- http://metagearsolid.org/2011/07/video-games-in-the-master-plan/
- http://metagearsolid.org/2011/06/purple-dildos-and-the-power-to-destroy-fun-itself/
- http://metagearsolid.org/2012/09/why-i-hate-the-last-of-us-2/
- This guy has some nice details on level design and lessons from older games.
- http://vectorpoem.com/news/?p=74
- http://vectorpoem.com/news/?p=31
- http://vectorpoem.com/news/?p=36
- http://vectorpoem.com/news/?p=47
- http://vectorpoem.com/news/?p=91
- This guy makes some porn games I've never played, and has a few nice articles on his site too.
- http://www.kyrieru.com/2012/07/camera-super-mario-world.html
- http://www.kyrieru.com/2012/07/design-vs-fun.html
- Tons of great articles regarding the decline of an industry's creative standards on all fronts.
- http://www.learntocounter.com/the-history-of-why-im-tired-of-your-modern-shooters-part-one/
- http://www.learntocounter.com/used-video-games-the-new-software-piracy-part-one/
- http://www.learntocounter.com/the-creation-of-battle-net-2-0-part-one/
- http://www.learntocounter.com/excerpt-rise-of-the-american-film/
- http://www.learntocounter.com/why-your-internet-boycotts-dont-work/
- http://www.learntocounter.com/the-digital-death-of-video-game-art/
- http://www.learntocounter.com/rhythm-games-and-the-death-of-level-design/
- http://www.learntocounter.com/i-play-for-fun-the-four-dumbest-words-in-video-games/
- http://www.learntocounter.com/i-like-the-publishing-model-just-not-the-publishers/
- http://www.learntocounter.com/battle-net-2-0-the-antithesis-of-consumer-confidence/
- http://www.learntocounter.com/separate-ways-the-divide-between-the-player-and-the-journalist/
- http://www.learntocounter.com/re-when-depth-gets-in-the-way-of-fun/
- http://www.learntocounter.com/the-decline-of-console-video-games-is-upon-us/
- http://www.learntocounter.com/why-your-e-sport-will-fail/
- http://www.learntocounter.com/the-transformation-of-e-sports/
- Interesting article on how a game can direct you through it even if it is apparently directionless like super metroid. Probably best paired with Sean Malstrom's criticism of this article and how it neutered super metroid in comparison to the original Metroid.
- http://www.gamasutra.com/blogs/HugoBille/20120114/9236/
- http://seanmalstrom.wordpress.com/2012/08/09/email-the-invisible-hand-of-super-metroid/
- Breakdown of how Zelda levels trained the player to overcome their dungeons
- http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php
- Doug Church and warren spector talking about Thief and deus ex.
- http://gdcvault.com/play/1018278/Practical-Game-Analysis-with-Doug
- Interesting articles from a guy who at least gets some industry stuff right if nothing else.
- http://seanmalstrom.wordpress.com/2013/05/28/game-industry-wants-less-competition/
- http://seanmalstrom.wordpress.com/2009/12/01/the-birdmen-dont-fly/
- A bunch of rather nice videos from Campster's Errant Signal.
- http://www.youtube.com/watch?v=FRTsl1jCqq8
- http://www.youtube.com/watch?v=dBkKvTfw-7Q
- http://www.youtube.com/watch?v=MrFK4NlGCo0
- http://www.youtube.com/watch?v=wSBn77_h_6Q
- Nice thorough article on playing and understanding shoot 'em ups.
- http://catstronaut.wordpress.com/2013/02/18/understanding-scrolling-shooters/
- Some decent articles on fighting games
- http://www.agoners.com/index.php/xbox-360-fighting-games-do-they-have-effective-skill-matchmaking/
- http://www.agoners.com/index.php/competitive-gaming-123/
- A cute article on how a guy gets over fake achievements in favor of actual ones.
- http://www.pixelpoppers.com/2009/11/awesome-by-proxy-addicted-to-fake.html
- Amazing expose on how dedicated fans attempted to piece together Shadow of the Colossus's last big secret only to find hidden worlds beyond.
- http://www.eurogamer.net/articles/2013-05-02-the-quest-for-shadow-of-the-colossuss-last-big-secret
- http://nomads-sotc-blog.blogspot.com.au/2011/07/unusedbeta-colossi.html
- Nice article on how automated actions in game take away the game from the player.
- http://venturebeat.com/2011/11/05/that-was-awesome-drake-can-i-play-now/
- Articles on how games are making shallow passes at depth, from indie to big budget releases.
- http://theshillinfield.wordpress.com/2013/03/15/culture-in-review-rise-of-the-videogame-zinesters/
- http://theshillinfield.wordpress.com/2012/11/29/spec-ops-the-line-is-a-bad-videogame/
- http://theshillinfield.wordpress.com/2012/12/11/spec-ops-the-line-is-still-a-bad-videogame/
- http://theshillinfield.wordpress.com/2012/12/05/far-cry-3-and-miasmata/
- Three hundred mechanics and three hundred prototypes. A nice creative project that has been ripped off a couple times since its inception.
- http://www.squidi.net/three/index.php
- http://www.squidi.net/threep/index.php
- Amazing blog on programming video games on a fundamental level. A must read for anyone interested in the operations behind the scenes.
- http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
- http://higherorderfun.com/blog/
- http://higherorderfun.com/blog/2011/09/09/best-of-game-development-videos-and-presentations/
- Hitboxes are a big deal and every one of this guy's articles on them reveals more interesting details about how the hitboxes of one game or another are constructed.
- http://dammit.typepad.com/blog/2010/09/street-fighter-alpha-series-hitboxes.html
- http://code.google.com/p/mame-rr/wiki/Hitboxes
- http://dammit.typepad.com/blog/
- Who killed adventure games? Decent anecdotal article on how adventure games killed themselves through their riddle structure
- http://www.oldmanmurray.com/features/77.html
- Excellent presentation on modeling functional AI using simple mathematics.
- http://www.gdcvault.com/play/1015683/Embracing-the-Dark-Art-of
- Nice blog on understanding Cry Engine 3
- http://technicalgamedesign.blogspot.com/
- Interesting article on the intricacies of platforming in Tomb Raider, and how they used level design to challenge the player's critical thinking and platforming skills.
- http://www.gamasutra.com/view/feature/187601/untold_riches_the_intricate_.php
- Superb analysis of Yoshi's island and a compelling argument for why it should, in fact, be taught as a masterpiece
- http://www.notenoughshaders.com/2012/10/21/why-yoshis-island-should-be-studied-at-game-design-schools/
- Coverage of why the gamecube sold so horribly, why the early wii worked out well, why melee was blocked on the recent evo stream briefly, and why the later Wii and now Wii U are doing horribly.
- http://www.notenoughshaders.com/2013/04/02/satoru-iwata-hubris-versus-western-culture/
- Nice little handbook on a number of cool tricks from SF2
- http://combovid.com/?p=1450
- Two great articles explaining how Icycalm and Sean Malstrom are bullshit. The blog as a whole is nice too.
- http://sethhearthstone.wordpress.com/2011/04/07/of-emergence-and-exploits/
- http://sethhearthstone.wordpress.com/2011/03/01/of-an-eclectic-dialectic/
- Nice article on how arcade values made better (and more lucrative) games and how early console games were influenced by this style of design.
- http://seanmalstrom.wordpress.com/2009/10/30/email-arcade-based-gameplay/
- superlative article on how snes emulation was previously insufficient and how a more perfect snes emulator has helped old games stay alive.
- http://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/
- Demolishes the gaming press with a presentation on how the press simply cannot review games that require the player to sit down and learn the game.
- http://zeboyd.com/2013/09/10/why-games-like-the-wonderful-101-are-a-poor-fit-for-the-gaming-press/
- Great video tutorials on mirror's edge tricks used in speedruns.
- http://www.youtube.com/playlist?list=PL4rezeZ703boaj9XaFMDe_MATY-WTvXgK
- Details on how the first part of 1-1 was made in mario, really clever bit of teaching the player.
- http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3
- http://auntiepixelante.com/?p=465
- Post Mortems, details on where a game went right or wrong after all's been said and done.
- http://www.gamasutra.com/view/feature/132401/postmortem_square_enixs_the_.php
- http://www.pixelprospector.com/the-big-list-of-postmortems/
- http://www.gamasutra.com/features/postmortem/
- Level design articles for thief, explaining how the game uses available information at every stage to challenge the player.
- http://www.blog.radiator.debacle.us/2012/07/thief-1s-assassins-and-environmental.html
- http://sneakybastards.net/stealthreview/the-sentimental-thief/
- http://sneakybastards.net/stealthreview/on-the-waterfront/
- http://sneakybastards.net/stealthreview/evidence-tampering/
- http://sneakybastards.net/stealthreview/ambush/
- Slideshow on how people who grew up with video games and have deep personal messages should probably consider not telling them through video games, because it may not be the best medium for communication.
- http://tinysubversions.com/fuckvideogames/#slide1
- an odd video on how half life 2 builds its level design with the seeming goal of continually occupying the player in shallow ways as a means of maintaining attention and engagement. Some interesting things to be learned here, but the perspective on the matter is sometimes hilarious.
- https://www.youtube.com/watch?v=GEC45BH6w6I#t=10m4s
- Guide to how the left 4 dead creators used level design to reinforce the goals of the game across many repeating playthroughs in an easy to understand, but challenging, way.
- http://simonferrari.com/tag/level-design/
- Great listing of wolfenstein level design analyses that covers a lot of the game.
- http://ellaguro.blogspot.co.uk/search/label/wolfenstein
- Interesting article on how fear 1 was so effective in its encounter designs with levels by focusing player attention on certain points instead of leaving all areas equally important.
- http://www.fullbrightdesign.com/2009/02/basics-of-effective-fps-encounter.html
- Great blog on beat 'em up game design
- http://aztez.com/blog/2012/05/24/the-amalur-problem/
- http://aztez.com/blog/2013/01/03/on-genre-distinctions/
- http://aztez.com/blog/2013/05/06/the-pleasure-of-simulated-violence/
- http://aztez.com/blog/2011/01/29/the-mash-flow/
- http://aztez.com/blog/2010/12/03/evaluating-beat-em-ups/
- Expose on people addicted to MMOs in a manner similar to gambling
- http://www.danwei.org/electronic_games/gambling_your_life_away_in_zt.php
- Former SWG designer describing a number of game related systems things.
- http://www.raphkoster.com/2012/03/15/the-best-articles/
- http://www.raphkoster.com/2008/07/02/do-players-know-what-they-want/
- http://www.raphkoster.com/2011/12/13/rules-versus-mechanics/
- http://www.raphkoster.com/2012/01/20/narrative-is-not-a-game-mechanic/
- http://www.raphkoster.com/2012/01/26/narrative-isnt-usually-content-either/
- http://www.raphkoster.com/2012/03/20/do-auction-houses-suck/
- Youtube video of said designer discussing all manner of issues with modern MMOs and the indie and big budget scenes.
- https://www.youtube.com/watch?v=ifhmDVWszbQ&feature=player_detailpage
- Second greatest review of god hand ever.
- http://www.actionbutton.net/?p=999
- Kotaku oddly being on the ball, interviewing seth killian about how not all infinites are bad, and citing examples
- http://www.kotaku.com.au/2012/04/in-defence-of-the-infinite-combo/
- Compilation article of many other articles analyzing level design, trying to point out the best around.
- http://www.critical-distance.com/2013/10/02/the-art-of-level-design-analysis/
- Generally a nice blog on level design topics.
- http://www.blog.radiator.debacle.us/2012/04/why-game-architecture-matters-and.html
- http://www.blog.radiator.debacle.us/2012/07/short-history-of-non-monoplanar-first.html
- http://www.blog.radiator.debacle.us/2012/08/the-flat-as-art-aesthetics-of-uv-maps.html
- http://www.blog.radiator.debacle.us/2012/10/loving-bones-in-game-developer-magazine.html
- http://www.blog.radiator.debacle.us/2012/08/the-best-unity3d-tutorial-writer-in.html
- http://www.blog.radiator.debacle.us/2012/01/level-with-me-post-mortem-some.html
- http://www.blog.radiator.debacle.us/2011/07/love-letter-to-bridge.html
- http://www.blog.radiator.debacle.us/2011/07/dark-past-part-4-useful-post-or-randy.html
- http://www.blog.radiator.debacle.us/2010/11/legends-of-hidden-temple-greatest.html
- http://www.blog.radiator.debacle.us/2010/10/mirrors-edge-player-psychology-and.html
- http://www.blog.radiator.debacle.us/2013/07/radiator-book-club-bibles.html
- A number of nice articles on level design, how regen health is bad for you, cluttering or cleaning levels, and asscreed's controls.
- http://criticalmissive.blogspot.com/2012/10/musings-on-successful-multiplayer-maps.html
- http://criticalmissive.blogspot.com/2012/09/seeing-red-pitfalls-of-regenerating.html
- http://criticalmissive.blogspot.com/2012/07/how-much-is-too-much-detail.html
- http://criticalmissive.blogspot.com/2012/04/assassins-creed-controls-make-game.html