Music |
Video |
Movies |
Chart |
Show |
Five RTS design principles for multiplayer (Kaluven The British) View |
Why Making Multiplayer Games SUCKS (Tom Weiland) View |
Tips for New RTS Players (Beep Bop Gaming) View |
StarCraft II Design - Tankivac, Gimmicks, Team Games, and Regions (brownbear) View |
Networking Physics / Lockstep VS State sync (Next Gen Networked Games Episode 2) (J. P. NextGenNetGames) View |
Difficulty By Design- X-COM 2's Endless Arms Race (Adam Millard - The Architect of Games) View |
LEVEL DESIGN IS HARD (Crimson) View |
StarCraft II Design - Finale (brownbear) View |
StarCraft II Design - Design / Art Trade-offs, Art Style, and 3D Game Engine (brownbear) View |
Converging Design Trends in Strategy Games (The Foxhole #5) (Despe Learns 2 CoH) View |