A look into the media coverage of the Nintendo Switch announcement.
Angel McCoy gives writers and narrative designers tips for how to improve on a story they work on. McCoy is a narrative designer at ArenaNet, working on the AAA MMO GUILD WARS 2.
It's not you, it's me. Well, mostly you. Why the immersive technology industry needs to start seeing new people so the market can grow.
We've been working on our game for over 3 years but still have trouble picking the right genre-blend. We go list-based to find the best fit.
Steel Harvest is a game I'm making that I really want to start getting people involved in and excited about. This isn't a dev blog post, but it'll lead to a whole bunch down the road.
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Mario speedrunning, the state of 'indiepocalypse', & why it's hard to make games.
"I didnít just send a plain old boring resume, but instead I made a whole Nintendo magazine with reviews, news, and an article where I interviewed myself. It was only four pages long, but I spent like forever on that thing."
Today's post looks at how the feedback we get from game mechanics can condition players and their behavior.
In a conversation with a developer, he shared that his trailer was lacking because he didnít want to spoil too many things. I asked if you can spoil too much? He got defensive, and I backed off. But with the internet, do spoilers really matter? NOPE.
A brief post on the sticks and carrots that drive Chinese game developers to shift their focus towards overseas markets.
A look at the environmental story telling in Dead Space.
I admire an attention to detail. It makes me happy when I notice someone put extra care into something for no real apparent reason, other than it's nicer or slightly better. I want to write about them. First up: The Legend of Zelda: The Minish Cap.