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<rss version="2.0" encoding="utf-8"><channel><title>GameDevTips.com</title><link>http://www.gamedevtips.com</link><description>GameDevTips.com: where anyone can share a 512-char gamedev tip and learn from others.</description><copyright>2015 Kishimoto Studios. All rights reserved.</copyright><category>Game Development</category><language>en-us</language><image><url>http://www.gamedevtips.com/media/logo.png</url><link>http://www.gamedevtips.com</link></image><lastBuildDate>Thu, 19 Mar 2026 08:05:27 +0000</lastBuildDate><item><title>Tip #9: It's dangerous to go alone!
Even if you are creating a game all  (...)</title><link>https://gamedevtips.com/tip/9/it-s-dangerous-to-go-alone-even-if-you-are-creating-a-game-all-by-your</link><description>It's dangerous to go alone!&lt;br/&gt;Even if you are creating a game all by yourself, don't go alone on this journey. Find a fellow game developer to join you. You two don't need to work on the same project; the idea is to support each other: talk to your friend everyday (or at least a few days a week), explain what you're doing in your project, complain about that feature/bug that got you stuck for days, share that cool video/article you found the other day. The path will be easier and more enjoyable. Try it!</description><guid>https://gamedevtips.com/tip/9/it-s-dangerous-to-go-alone-even-if-you-are-creating-a-game-all-by-your</guid><pubDate>Sat, 19 Sep 2015 05:51:01 +0000</pubDate></item><item><title>Tip #8: At the end of the day, game development is all about people [bes (...)</title><link>https://gamedevtips.com/tip/8/at-the-end-of-the-day-game-development-is-all-about-people-besides-mak</link><description>At the end of the day, game development is all about people [besides making money]:&lt;br/&gt;You spend most of your days working with a team, which becomes sort of a family. There are great times and times when you all struggle to work out the differences and ship the game.&lt;br/&gt;You connect with other developers on social networks. Go to events and jams. Build a community. Market your game.&lt;br/&gt;Your game talks to players and they talk back. It makes them happy, angry, sad. And players talk about your game to other people.&lt;br/&gt;</description><guid>https://gamedevtips.com/tip/8/at-the-end-of-the-day-game-development-is-all-about-people-besides-mak</guid><pubDate>Fri, 21 Aug 2015 15:17:22 +0000</pubDate></item><item><title>Tip #7: For their final [gamedev course] project, I ask my students to t (...)</title><link>https://gamedevtips.com/tip/7/for-their-final-gamedev-course-project-i-ask-my-students-to-think-abou</link><description>For their final [gamedev course] project, I ask my students to think about the following:&lt;br/&gt;&lt;br/&gt;-What are my goals with the project?&lt;br/&gt;-Which area do I want to pursue?&lt;br/&gt;-What can I do?&lt;br/&gt;-[Maybe more important,] what can't I do? (my constraints/must learn stuff)&lt;br/&gt;-How many hours/week can I allocate to the project?&lt;br/&gt;-How can I communicate with the team?&lt;br/&gt;-How will I publish/make money with it?&lt;br/&gt;-Did I check the project triangle? (fast, good or cheap, pick two)&lt;br/&gt;&lt;br/&gt;I believe these questions help when starting a project.</description><guid>https://gamedevtips.com/tip/7/for-their-final-gamedev-course-project-i-ask-my-students-to-think-abou</guid><pubDate>Sat, 15 Aug 2015 21:28:55 +0000</pubDate></item><item><title>Tip #6: Be humble. You don't know all the answers and you never will. Bu (...)</title><link>https://gamedevtips.com/tip/6/be-humble-you-don-t-know-all-the-answers-and-you-never-will-but-that-i</link><description>Be humble. You don't know all the answers and you never will. But that is ok, as long as you are humble enough to hear other people's ideas and tips. </description><guid>https://gamedevtips.com/tip/6/be-humble-you-don-t-know-all-the-answers-and-you-never-will-but-that-i</guid><pubDate>Wed, 12 Aug 2015 12:42:54 +0000</pubDate></item><item><title>Tip #5: Make the important elements of your game respond the player acti (...)</title><link>https://gamedevtips.com/tip/5/make-the-important-elements-of-your-game-respond-the-player-actions-gi</link><description>Make the important elements of your game respond the player actions. Give life to them.</description><guid>https://gamedevtips.com/tip/5/make-the-important-elements-of-your-game-respond-the-player-actions-gi</guid><pubDate>Mon, 10 Aug 2015 19:03:11 +0000</pubDate></item><item><title>Tip #4: If you have an Idea that doesn't fit yout project don't trow it  (...)</title><link>https://gamedevtips.com/tip/4/if-you-have-an-idea-that-doesn-t-fit-yout-project-don-t-trow-it-away-s</link><description>If you have an Idea that doesn't fit yout project don't trow it away.&lt;br/&gt;Save it for later, you never know when it migth become the core of a game.</description><guid>https://gamedevtips.com/tip/4/if-you-have-an-idea-that-doesn-t-fit-yout-project-don-t-trow-it-away-s</guid><pubDate>Sun, 09 Aug 2015 00:43:13 +0000</pubDate></item><item><title>Tip #3: A lot of good solutions come with time, don't rush your project.</title><link>https://gamedevtips.com/tip/3/a-lot-of-good-solutions-come-with-time-don-t-rush-your-project</link><description>A lot of good solutions come with time, don't rush your project.</description><guid>https://gamedevtips.com/tip/3/a-lot-of-good-solutions-come-with-time-don-t-rush-your-project</guid><pubDate>Sat, 08 Aug 2015 18:56:21 +0000</pubDate></item><item><title>Tip #2: Never think you have the best idea ever.&#13;
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Test it as soon as p (...)</title><link>https://gamedevtips.com/tip/2/never-think-you-have-the-best-idea-ever-test-it-as-soon-as-possible-as</link><description>Never think you have the best idea ever.&lt;br/&gt;&lt;br/&gt;Test it as soon as possible. As it will probably turn out to be shit anyway.</description><guid>https://gamedevtips.com/tip/2/never-think-you-have-the-best-idea-ever-test-it-as-soon-as-possible-as</guid><pubDate>Sat, 08 Aug 2015 18:00:01 +0000</pubDate></item><item><title>Tip #1: A functional prototype is worth a thousand GDD words.&#13;
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This me (...)</title><link>https://gamedevtips.com/tip/1/a-functional-prototype-is-worth-a-thousand-gdd-words-this-means-that-i</link><description>A functional prototype is worth a thousand GDD words.&lt;br/&gt;&lt;br/&gt;This means that it might be better to invest your time and work on creating a prototype that implements your game idea (or feature) instead of putting a lot of work upfront by writing down a GDD.&lt;br/&gt;&lt;br/&gt;You can validate your game idea/feature when you have something that people can play, test and give feedback.&lt;br/&gt;&lt;br/&gt;It is much more difficult to validate an interactive experience by just reading a document, since people can interpret it in different ways.</description><guid>https://gamedevtips.com/tip/1/a-functional-prototype-is-worth-a-thousand-gdd-words-this-means-that-i</guid><pubDate>Sat, 08 Aug 2015 18:00:00 +0000</pubDate></item></channel></rss>
