Designing a 2D jump

about X hours ago from

The design (and a bit of the math) behind 2D jumps -- what makes them feel good and how you can implement them in your game, as taught by the classics. ...

Composition in level design

about X hours ago from

A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best. ...