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BAFTA announces 2023 Young Game Designers competition winners

GamesIndustry.biz

Sign up for the GI Daily here to get the biggest news straight to your inbox BAFTA has unveiled the 2023 winners of its Young Game Designers (YGD) awards. In the ten to 14-year-old category, Max Whistlecraft won the Game Concept award with Polarity, a science-themed title; users can switch the polarities like a magnet to fight bosses.

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

. “My Co-founder Jakob Schmid and myself created the rhythm based puzzle platformer 140 together back in the day, and we are both interested in integrating music systems with the game design.” Carlsen’s vision for Cocoon sprang from a fascination with game mechanics.

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7 Lessons from Monopoly for Aspiring Board Game Designers

Brand Game Development

.” Besides, when we – as gamers and game developers – put aside our frustration for a moment, we can actually see Monopoly for what it is: a solid concept with bad execution. There are a lot of questionable game design decisions that, if corrected, could have made for a fantastic game.

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4 Lessons from Everdell for Aspiring Board Game Designers

Brand Game Development

Worker placement is a very simple concept with really profound implications. There is a reason this mechanic is present in many BGG Top 100 Games such as Viticulture , Caverna , A Feast for Odin , and Agricola. It’s another worker placement fantasy board game with good components. This is not an insult. Final Thoughts.

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

. “My Co-founder Jakob Schmid and myself created the rhythm based puzzle platformer 140 together back in the day, and we are both interested in integrating music systems with the game design.” Carlsen’s vision for Cocoon sprang from a fascination with game mechanics.

Puzzle 104
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When we look at FPS games that have a story or a campaign mode, one of the flaws I see is the last boss and making it “feel” like a last boss fight. It always is either make the boss a bullet sponge and take 100 headshots, he dies in a QTE, or the player has so powerful a gun it trivializes the fight. Is this an inherent unsolvable problem with the FPS genre or can you think of FPS games that have come up with interesting, climactic, and “epic” boss fights?

Ask a Game Dev

What you're describing is the dissonance between having a normal human (with all of the common context that carries with it, like "people often die when they are shot at all") as the final boss and the expectation of a final boss fight being a prolonged, memorable, and epic battle that tests the things you've learned so far.

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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

“I wanted IHAS to deal with so many philosophical concepts,” Pidiashenko explains. That’s why I wanted IHAS to deal with so many philosophical concepts.” A year later, I started to add puzzles and worked out a story and a few key philosophical concepts for the game.” Another unique point is the weapon.

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