Fun is a dangerous word to use in a creative environment.
The same principles that games use to keep players engaged can be applied to structure a team to feel engaged and safe to be creative.
Experienced creatives and designers can become toxic if poorly managed. Here is how to defuse the situation.
Valve’s employee handbook has leaked, revealing a flat organization with no boss.
Game design is often used too broadly. Here is a detailed breakdown of the sub-categories of design and how to best learn them.
We need to better understand and support game designers in their work, or the whole project will fall apart.