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Fail-Deadly… Succeeds?!

I Am, Perhaps, Too Ambitious

New Release: Fail-Deadly

TRI Update: 1.1

New Release: TRI

Cortex: Sometimes, You Have To Move On

The World’s Most Elaborate Magic Trick

Conquistador’s Design Philosophy

Conquistador: Ludum Dare 17 Results!

Ludum Dare 17: Conquistador

On Social Games

Cortex: Public Playtest 2

Awkwardly Irrational

A Connection

Cortex: Applied Visual Design

I’d Like To Direct Your Attention…

GDC 2010: Will Wright’s Networks

GDC 2010: Expressive Play

GDC 2010: Eskil Loves Procedures

GDC 2010: Sid Meier’s Keynote

GDC 2010: Are Achievements Harmful?

GDC 2010: Blizzard’s Design Philosophies

GDC 2010: One-Page Designs

Cortex: Public Playtest 1

Analysis: Assassin’s Creed 2

Efficiency

Tear Down The Ivory Tower

Hello Again, I Bring Gifts

I Can Has UV Unwrap?

[Monday Musings] Gameplay Isn't Everything?

Cultural Accuracy Is Not Racism

[Monday Musings] Syndicating Games

[Monday Musings] Flexibility Adds Value

[Monday Musings] Art Games: Reality vs. Potential

[Monday Musings] Shrink to Success

[Monday Musings] Breaking In? Make Games!

[Monday Musings] A Technique of Frustration

Third Helix On Industry Broadcast

[Monday Musings] Properties-Driven Design

[Monday Musings] Reactive Design

[Monday Musings] Failure for Fun and Profit

[Monday Musings] Designing Happy Accidents

Shrink To Success

Ending BioShock

Outsourcing the Boring Bits?

Utah Benefits From 4-Day Workweek

Epic Crunch Is Epic

Designing Challenge

Kyle Gabler's Global Game Jam Keynote

Wolfire's Design Tours

Breaking In? Make Games!

Koster's "A Theory of Fun" Re-Emerges

GDSIG Announcement and Blog Launch

Game Design Articles

Are Designers A Necessary Evil?

The difference between games and movies

Experimental gameplay project – postmortem

"The price of anything is the amount of life you exchange for it." -Henry David Thoreau