Article Archive
Entries by Title
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- The Interconnected Systems of Puzzle Strike
- The Secrets of Donkey Kong Country 2
- Subtractive Design
- Super Balance Articles II Turbo
- Street Fighter HD Remix Features
- Professor Sirlin and the Fourth Amendment
- Street Fighter Mini-Site
- Street Fighter HD Remix: Akuma
- Street Fighter HD Remix: Bison
- Street Fighter HD Remix: Sagat
- Street Fighter HD Remix: Vega
- Street Fighter HD Remix: Balrog
- Street Fighter HD Remix: T.Hawk
- Street Fighter HD Remix: Fei Long
- Street Fighter HD Remix: Dee Jay
- Street Fighter HD Remix: Cammy
- Street Fighter HD Remix: Dhalsim
- Street Fighter HD Remix: Chun Li
- Street Fighter HD Remix: Zangief
- Street Fighter HD Remix: Blanka
- Street Fighter HD Remix: Honda
- Street Fighter HD Remix: Guile
- Street Fighter HD Remix: Ken
- Street Fighter HD Remix: Ryu
- SF HD Remix Complete Change List
- Street Fighter HD Remix Design Overview
- Balancing Multiplayer Games, Part 4: Intuition
- Balancing Multiplayer Games, Part 3: Fairness
- Balancing Multiplayer Games, Part 2: Viable Options
- Balancing Multiplayer Games, Part 1: Definitions
- Slippery Slope and Perpetual Comeback
- Rock, Paper, Scissors in Strategy Games
- Designing Yomi
- Designing Kongai
- Writing Well, Part 3: Origins of a Writer
- Writing Well, Part 2: Clear Thinking, Clear Writing
- Writing Well, Part 1: Sensibilities
- Balancing Puzzle Fighter
- Fail-safes in Competitive Game Design: A Detailed Example
- Playing to Win, Part 3: Not Playing to Win
- Playing to Win, Part 2: Mailbag
- Playing to Win, Part 1
- Playing to Win Example: Richard Hatch on Survivor
- Yomi Layer 3: Knowing the Mind of the Opponent