Traffix XR: Cities of Tomorrow is a roadway management puzzler that's equal parts relaxing and confounding.
Read our full review: uploadvr.com/traffix-xr-citi…
Replying to @zeff_dev
Level design is about teaching your players new skills, and then testing those skills with increasing difficulty. The trick is not to make a linear increase in difficulty, but to allow easy levels in between so players can catch their breath. youtu.be/qe6JNHqQoEE
Level design is about teaching your players new skills, and then testing those skills with increasing difficulty. The trick is not to make a linear increase in difficulty, but to allow easy levels in between so players can catch their breath. Learn more: youtu.be/qe6JNHqQoEE
Check out what player type you are!
Do you know what player type you are?
Take the free test and find out!
playertype.thegamebeyond.com
AI made your game. But is it actually FUN? 🎮
Graphics ≠ Good Game Design.
Learn the principles that turn boring prototypes into engaging games.
Stop prompting. Start designing.
👉 school.thegamebeyond.com/gam…
#GameDev #GameDesign #AIGames #IndieDev #TheGameBeyond
This is a prime example of creating systems with autonomy for users. This is something we are very aware of as Serious Game Designers. Do you want to learn how to make your system more autonomous? Start applying Game Design to your system today. school.thegamebeyond.com
CAN’T WAIT FOR MEDICARE-FOR-ALL!
“A retired NASA engineer who had worked on the Space Shuttle program for 25 years was hired by SpaceX at age 62. He described the first week as the most disorienting experience of his professional life.
“At NASA, a design change required 3 meetings, 2 committees, a review board, and 6 to 18 months of documentation. At SpaceX, his new supervisor said ‘if it works, build it. If it doesn't, change it by Friday.’
“He sat at his desk after the first day and called his wife. He told her he felt like a man who had been swimming with ankle weights for 25 years and someone just cut them off. He could move. He could decide. He could build something in the morning and test it in the afternoon. The constraint that he had accepted as the nature of aerospace engineering turned out to be the nature of bureaucracy.
“Within 6 months he had contributed to more design iterations than he had completed in his last 5 years at NASA. Not because he was working harder. Because the time between having an idea and testing the idea collapsed from months to hours. The same brain. The same knowledge. A different operating system.
“He described a specific moment where he proposed a modification to a Raptor engine component. At NASA, the proposal would have entered a queue. At SpaceX, the modification was machined by the end of the day and tested by the following morning. He watched his idea become a physical object in 18 hours. At NASA, 18 hours would not have been enough to schedule the first meeting to discuss whether to schedule a meeting.
“He told an interviewer: ‘I didn't get smarter when I went to SpaceX. I got faster. The intelligence was always there. The system was in the way.’
“The difference between SpaceX and NASA is not talent. NASA has extraordinary talent. The difference is the time between a thought and a test. SpaceX compresses it. NASA elongates it. The same engineer produces 10x more at SpaceX than at NASA because the bottleneck was never the engineer. It was the meetings about the meetings about the work.”
—Tweet by @multiplanet1
Even when using AI, a master game designer understands the production process and can steer AI in the right direction. If you don't know, you lose control. Learn how to steer #AI #GameDev at school.thegamebeyond.com #GameDesign
More and more it is becoming easier to dev your own games. BUT, without knowing what makes a good game, they will probably not be any fun. A little Design Theory goes a long way...
Check @TheGameBeyond Game Design School
🚨NEW EXPERIMENT 🚨
Playground is an experimental gaming platform that lets you create your own games with zero coding experience. If you can think it, you can play it.
Go to labs.google/playground to learn more! Available to users 18+ in the US.
NVIDIA unleashes the next chapter of neural rendering and path tracing with RTX Kit SDK while RTX Mega Geometry 2.0 SDK gives devs the ability to stream insane levels of detail. 🔗 wccf.tech/1la6d
Same mechanics, different skin: see how “Go Fish” becomes “Go Poop” without changing the core game. youtube.com/shorts/1haqR7Ba0…
Is work really the opposite of play? This clip argues it's depression—and why play feels vibrant. youtube.com/shorts/N8EKgokQY…
There are a lot of developments in the area of AI Game dev. Here is another one...
New blog from The Game Beyond:
How to Learn Game Design Without a Degree
A 2026 roadmap for self-taught game design.
thegamebeyond.com/blog/2026/…
#GameDesign #IndieGameDev #SeriousGames #LearnGameDesign
Our new blog breaks down a self-taught roadmap for learning game design without student debt.
From curious player to systems designer — one practical phase at a time.
thegamebeyond.com/blog/2026/…
#GameDesign #IndieGameDev #SeriousGames #GameDev #SelfTaught
















