This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
Here's the Inform 7 source text to my 2014 game "Winter Storm Draco," a text adventure about foolishly walking home through a blizzard. I've annotated the code with notes about writing in Inform 7 and my own design process.
When does pulse pounding tension drift into yawning tedium? Tactful inactive moments can be powerful tools for game-makers to create anticipation, but it can be difficult balancing to avoid boredom. This post looks at how this arises in Clash Royale.
Launching a crowdfunding effort, whether Kickstarter or Patreon, can be a source of anxiety. It's a mark of confidence in your work, and might be fundamental to its continuation. Still, it's also stressful and this post discusses my experiences.
In this multipart series about the development of Lightfield we take a look back at some of the different areas. In this part I talk about the challenges we had to overcome when designing the race tracks for the omnidirectional parkour-style racing game.