Design

Asheron’s Call: Redefining The Role Of Player Killing

"Asheron’s Call: Redefining The Role Of Player Killing"

by Vasiliy Zhulin

Winter 2003

"Regression" Progression: Non-Photorealistic Rendering Choices in Game Design

""Regression" Progression: Non-Photorealistic Rendering Choices in Game Design"

by Tom Hurlbutt

Winter 2004

Sega: The effect of corporate conflict on game design

"Sega: The effect of corporate conflict on game design"

by Richard Tan

Winter 2001

Quake: 3-D is Just the Beginning

"Quake: 3-D is Just the Beginning"

by Ryan Jones

Winter 2000

Shigeru Miyamoto: Game Designer

"Shigeru Miyamoto: Game Designer"

by Patrick Kai Chen

Winter 2002

Side Scrollers: A Planar Odyssey

"Side Scrollers: A Planar Odyssey"

by Mark Tong

Winter 2001

Crafting a World: Understanding the Preeminence of Warcraft in the Real Time Strategy Genre

"Crafting a World :Understanding the Preeminence of Warcraft in the Real Time Strategy Genre "

by Michael Kodiak

Winter 2002

Jones in the Fast Lane

"Jones in the Fast Lane: A Case History in Computer Game Design"

by Mykel Kochenderfer

Winter 2001

Goddard Is Victorious

"Goddard Is Victorious"

by John Tannaci

Winter 2001

From Diablo to Gate: Differences in Computer RPG Theory

"From Diablo to Gate: Differences in Computer RPG Theory"

by Harrison Osaki

Winter 2002

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