Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!
Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors.
It's increasingly important to create games that stand out with original mechanics and features. Designer and studio director Alex Fleetwood describes "This We Believe" - a design tool that he's used for the last five years to do just that.
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.
Designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion.