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Real-World Examples

Analysis

Breaking Down The Success Of The Witcher 3's Open World

By Phill Cameron

Chrono Trigger's Design Secrets

By Victoria Earl

Dark Souls: It's Like An NES Game!

By James Margaris

Designing Puzzles in Monkey Island

By Marcus Bäumer

The Invisible Hand of Super Metroid

By Hugo Bille

The Puzzle Structure of Ocarina of Time

By Gareth Rees

The Usability of Bloodborne

By Ben Lewis-Evans

Turning Feelings Into Mechanics

By Robyn Gray, Richard Emms, and Raghav Bashyal

Deep dive

Alarm Systems in Klei's Invisible, Inc.

By James Lantz

Darkest Dungeon's Affliction System

By Chris Bourassa

Postmortem

Baldur's Gate II Postmortem

By Ray Muzyka

Deus Ex Postmortem

By Warren Spector

Diablo II Postmortem

By Erich Schaefer

Black & White Postmortem

By Peter Molyneux

Age of Empires II Postmortem

By Matthew Pritchard

Myth: The Fallen Lords Postmortem

By Jason Regier

Rainbow Six Postmortem

By Brian Upton

Sproggiwood Postmortem

By Jason Grinblat

System Shock 2 Postmortem

By Jonathan Chey

Thief: The Dark Project Postmortem

By Tom Leonard

Unreal Tournament Postmortem

By Brandon Reinhart

Programming

Flow - A Coroutine Kernel For .Net

By Christian Schladetsch

How We Do Fast And Efficient YAML Merging

By Jonas Drewsen

Procedural Planet Generation

By Andy Gainey

Procedural Star Rendering

By Seed of Andromeda

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