A recent David Brooks column in The New York Times dealt with the unknowability of the consequences of choices. Clearly Brooks didn't know there's a medium out there (games, obviously) that let's you make choices and experience consequences for yourself.
Time management vs AAA level design problems, and why Ninjas might be my solution.
Let me tell you about the hidden 34 percent decline in GameStop's new software business, how it's affecting used software sales, and how the company will survive nonetheless.
Designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion.
Now in its 13th year, ChinaJoy is one of the world’s biggest tradeshows. Niko Partners sent two analysts to China Joy this year; here is a summary of their observations of the show.
I discuss the idea of games as a hobby, partially as a response to Keith Stuart's recent Eurogamer article on the subject.
What metric should be monitored depend on what game it is, and what is the goal. But there are also metrics that are unique or important only to a particular type of game. No game is the same. You should also choose metrics that is specific for your game
A shot blog showing some of my artwork.
Major updates to battle code, game mechanics. Also an update on the Kickstarter launch on Sep 7.
Nova-111 is a "sci-fi turn-based adventure game with an innovative twist of real-time action."
I did the music and sound effects for it over the course of roughly three years so I thought I'd chat about the sound of Nova-111!
Worth it? My wife threw the gauntlet - "6 episodes by Christmas!" So, I researched, got some equipment, and set to work. Last week's Ep4 was hugely popular, "Good Communication, Better Games". Ep5 covered a favorite story, by request. You be the judge!
Thoughts and observations on my 2-year solo indie game project Disastr_Blastr. Now available on XBLIG (Xbox 360 edition) and itch.io (PC edition).
Vote now for Disastr_Blastr on Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=4656657