In this podcast, writer and game designer Sande Chen, writer and designer C.J. Kershner, and game designer Ryon Levitt discuss the issue of games with mature themes.
Sharing what I've learned about open-world mission design from analyzing Assassin's Creed III
How Rogue-Lites are making me a better person.
"When you take out the flash and distraction of color, you can really boil a scene down and ask 'Ok, what are we really trying to say with this scene? What are we trying to communicate to the player?'"
When it comes to Fantasy literature and video games, High Fantasy has become the one genre to rule them all. But not so long ago this throne did belong to Sword & Sorcery. Contrasting those two sub-genres of Fantasy leads to some fascinating insights...
How creative reviewing helps to find inspiration for successful game ideas. Presupposing Clash Royale and Candy Crush Saga.