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The recent Deus Ex: Human Revolution defied a lot of expectations by being, at the end of the day, a worthy successor to the original Deus Ex from over a decade ago, although it deviated significantly from the ideals held in the original Deus Ex in some fairly remarkable respects. I initially reviewed the game following its release, and at the time, gave what I still feel are some solid thoughts on the game's strengths and weaknesses. Since then, however, I've spent more time with the game, am finishing up my third play-through, and my opinions on the game have shifted towards the more analytic. Of course, a game review is also perhaps not the best place for a critical deconstruction and breakdown of the game in meticulous detail. http://criticalmissive.blogspot.com/2011/09/deus-ex-human-revolution-design.html

Deus Ex: Human Revolution design analysis

http://www.gamasutra.com/blogs/MatthewDonatelli/20120118/9264/Level_Design_Review_of_Deus_Ex_Human_Revolution.php

Matthew Donatelli's Blog - Level Design Review of Deus Ex: Human Revolution

As a lifelong gamer and level designer, I have arrived at five criteria that comprise good level design. These criteria are: Immersion , Exploration , Flow , Combat , and most importantly Fun . I believe these criteria cover the most important aspects of both design and player experience.
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Educational Games @ nobelprize.org

You don't have to be a genius to understand the work of the Nobel Laureates. These games and simulations, based on Nobel Prize-awarded achievements, will teach and inspire you while you're having FUN! Blood Typing Game http://www.nobelprize.org/educational/
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