Icewyrm Hoard
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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