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Diablo_4_Lilith
Tying difficulty levels to the player’s progress is a strange choice for the most flexible Diablo game ever made
Diablo IV · Posted on June 15, 2023December 10, 2024
Thief Game
The odd dichotomy between real-world-morality and games pretending that theft is socially acceptable
Thievery in Games · Posted on April 21, 2023December 10, 2024
Harry Potter Hogwarts Legacy
Sometimes the backdrop wields enough magic to enchant the rest of the experience
Hogwarts Legacy · Posted on February 11, 2023December 10, 2024
Call of Duty Modern Warfare 2
When poor mission design and flawed balancing shatter the power fantasy
Call of Duty: Modern Warfare 2 · Posted on January 12, 2023December 10, 2024
Mirrors Edge Catalyst
In a game about parkours, the sound of materials is more than a gimmick
Mirror's Edge Catalyst · Posted on June 7, 2022December 10, 2024
Putting the end of the journey into its player’s hands prioritizes respect over control
Sable · Posted on June 3, 2022December 10, 2024
Alien Isolation
How unfortunate design choices downgrade the heroine to a henchman on rails
Alien Isolation · Posted on May 11, 2022December 10, 2024
Hellblade Senuas Sacrifice
Its audio-visual courage makes Hellblade a shockingly explicit testimony of mental illness
Hellblade: Senua's Sacrifice · Posted on April 28, 2022December 10, 2024

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The Gamedesign Gazette is a place for industry veterans to vocalize their thoughts on the most intriguing game design concepts, world design ideas, game mechanics and other hot topics, that drive the games industry forward. With our contributors' experience working in the games industry for over a decade, we set out to not only share our excitement playing both modern and vintage video games, but to identify what aspects of their game design makes them stand out. Discussing different approaches to game design, game mechanics and world design is at the heart of our passion and we are looking forward to share our thoughts and knowladge with the readers of The Gamedesign Gazette.

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