|
A method for creating difficulty levels |
02/08/09 |
|
Advice for people with game ideas |
24/05/08 |
|
Advice for people with game ideas #2 |
25/05/08 |
|
Are games art? |
10/05/10 |
|
Art for programmers |
27/08/09 |
|
BlitzMax coder magazine: First issue |
31/07/09 |
|
Bug report and feature request flow |
11/06/09 |
|
Curly's World of Freeware interviews Earok |
11/07/09 |
|
Duke Nukem Forever syndrome |
23/12/09 |
|
Earok interviews Cobra Blade |
05/05/10 |
|
Earok interviews Jonatan Söderström, aka Cactus |
03/06/09 |
|
Earok interviews Joshua Smyth |
27/05/08 |
|
Earok interviews Matthew Gatland |
07/11/08 |
|
Finishing creative projects |
26/04/10 |
|
First impressions of a Git |
22/06/10 |
|
Game Design Scrapheap #1: Future War: New Sahara |
05/02/08 |
|
Game Design Scrapheap #2: Raid Over Moscow (Remake) |
16/02/08 |
|
Game Design Scrapheap #3: NaziKill 3D |
27/02/08 |
|
Game Design Scrapheap #4: April Fools Day special |
01/04/08 |
|
Game Design Scrapheap #5: Traffic Department 2192 (Remake) |
11/10/08 |
|
Game making checklist |
07/04/09 |
|
Game programming stack |
28/05/09 |
|
How not to make a fighting game |
28/01/10 |
|
How not to make a fighting game, part 2 |
03/08/10 |
|
James Bond archetypes |
21/06/10 |
|
My theory of what a story is |
03/04/10 |
|
Player's Only documentary: Video Games are Dead, Part 1 |
11/08/09 |
|
Random Dungeons |
17/05/10 |
|
Rock, Paper, Shotgun interviews Ragnar Tornquist |
21/08/08 |
|
Simplified acceleration in games |
02/06/10 |
|
The Escapist on 'Finishing Games' |
19/11/08 |
|
The Escapist on Second Hand games |
26/11/08 |
|
The Global Game Jam 2010: Lessons learned |
08/02/10 |
|
Why are video game movies so awful? |
14/06/10 |
|
Wing Commander II Retrospective |
07/06/10 |