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Category: Audience
Posts: 11


Industry Broadcast: What Are Game Mechanics?
Posted by on July 6th, 2016

Industry Broadcast: What Are Game Mechanics?

In categories: Audience, Design Principles, Design Workflows & Techniques, Mechanics, Must Listen!, Podcasts, Systems

Ludology Episode 128 – Why?
Posted by on June 29th, 2016

Ludology Episode 128 – Why?

In categories: Action, Audience, Choice, Completion, Customization, Design Directions, Design Principles, Design Workflows & Techniques, Experience, Fantasy, Immersion, Mastery, Motivation, Podcasts

Game Design Round Table Episode #79: Intrinsic or Extrinsic? with Harrison Pink
Posted by on June 26th, 2016

Game Design Round Table Episode #79: Intrinsic or Extrinsic? with Harrison Pink

In categories: Audience, Choice, Decision, Design Principles, Emotions, Experience, Motivation, Podcasts, Risk & Reward

Epic Games on Level Design Psychology – Unreal Tournament
Posted by on June 26th, 2016

Epic Games on Level Design Psychology – Unreal Tournament

In categories: Audience, Choice, Design Directions, Design Principles, Emotions, Gameplay, Goals, Motivation, Perception, Player Control, Videos

Drive to Work #9—Psychographics
Posted by on June 26th, 2016

Drive to Work #9—Psychographics

In categories: Audience, Design Principles, Design Workflows & Techniques, Playstyles, Podcasts, Strategy

Drive to Work #138—Playtesting
Posted by on June 26th, 2016

Drive to Work #138—Playtesting

In categories: Audience, Design Workflows & Techniques, Playstyles, Playtesting Phase, Podcasts

Drive to Work #197—Playtesting
Posted by on June 26th, 2016

Drive to Work #197—Playtesting

In categories: Audience, Design Workflows & Techniques, Feedback, Playstyles, Playtesting Phase, Podcasts

Drive to Work #248—10 Things Every Game Needs – Strategy
Posted by on June 25th, 2016

Drive to Work #248—10 Things Every Game Needs – Strategy

In categories: Audience, Choice, Decision, Design Principles, Design Workflows & Techniques, Outcome, Playstyles, Podcasts, Strategy

Gamasutra: Debating Difficulty Settings in Game Design
Posted by on June 25th, 2016

Gamasutra: Debating Difficulty Settings in Game Design

In categories: Articles, Audience, Balance, Difficulty

Drive to Work #329—20 Lessons: Human Nature
Posted by on June 25th, 2016

Drive to Work #329—20 Lessons: Human Nature

In categories: Audience, Design Principles, Design Workflows & Techniques, Perception, Podcasts

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