Why we love the games that enrage us most
The psychology of intrinsic motivation and “hard fun” could improve education and, naturally, the next generation of video games.
John Pavlus at Scientific American
Layoffs at Scribblenauts devs 5th Cell
Scribblenauts developers 5th Cell have laid off 45 employees but, contrary to initial reports, the company say they’re not closing down.
Alice O'Connor at Rock Paper Shotgun
Richard Rouse III's 6 techniques to make game narratives more dynamic
"Game streaming has revealed a dirty little secret," says Richard Rouse III in his Tuesday GDC talk "Dyanmic Stories for Dynamic Games."
Chris Baker at Gamasutra
Set a date
Today I’m gonna talk a bit about project organization and planning.
Grhyll at 3-50
Understanding signal dispatch with Phaser
We’ll see how to use signals in the simplest way possible. We will also see some concepts about context.
Emanuele Feronato's blog
From idea to appstore — building successful cross platform games
The games you make should run on a multitude of different platforms and accept any number of different input types.
Jesse Freeman at Amazon Developer
HTML5 prototype of Pop the Lock iOS blockbuster using Phaser
It’s part of a game trend which is gaining a lot of popularity during the last months, where you basically have to solve the same level in the same way more and more times consecutively.
Emanuele Feronato's blog
Labyrimental - realistic rendering experiment
Basic pixel art tips with Photoshop