For this years GGJ15 I created a user-generated interactive chain story called ESCALATE! - a game for which development I had to sail far out of my normal comfort zone.
Two days ago, we released our first "big" trailer. It got a lot of views, but a very vocal minority downvoted it, and got extremely mad about our use of pixel art. Here are some of our learnings from the experience.
Hackers vs. engineers - which is better? I learned a lesson about the absurdity of this question during the GGJ '15. I developed a hack which made me blush at first, but which turned out to be much simpler than a solidly engineered solution.
The last in a 5-part series analyzing the results of the Game Outcomes Project survey, which polled hundreds of game developers to determine how teamwork, culture, leadership, production, & project management contribute to game project success or failure
In this article, game designer Sande Chen reviews how gamification can ideally assist in people's fitness goals.
In this blog post I explain how to create a back-end renderer that you can access on multiple threads and also hide some of the inherent latency of API calls on multi-core systems.
"4 ways to promote your game on social media" is a worksheet that provides a great list of content ideas that takes between 10 minutes and 1 hour to create.
A close look at shifting patterns and emerging trends across the landscape of King.com's match 3 genre, and some speculations about what's in store for the players and developers.
A quick blog post I wrote summarizing the bigger lessons I learned from my third game jam.
It has become an annual tradition to participate in a family game jam over the past three years. Thus far, these game jams have coincided with the Global Game Jam. For 2015, we created Going Up, our first work of interactive fiction.
Last weekend we joined the Global Game Jam 2015 event and we had so much fun while developing Magnet Arena, a simple game based in the air hockey arcades.
Ask any game developer what gets their blood pumping. They'll probably say: creating games. So why do devs spend less time developing the longer they're at it?
The answer is simple: Indie developers are business entrepreneurs. And business is messy.