I talk about how it is better to invest in the depth of a mechanic over having 100s of mechanics. Showing how it is important to give players a chance to learn and grow with the mechanic.
In the GDC 2017 audio track, several divergent systems for interactive music implementation were presented. Video game composer Winifred Phillips explores some of these systems, while also sharing interactive music case studies from her own projects.
How can you better prepare yourself for the marathon of getting hired in this industry? While aimed at game audio, this article includes practical techniques and tips that apply to any creative field.
In this blog post I argue for using 0 as the default and "nil" value in multiple parts of the code.
Here's an introductory checklist of some questions to get you started on getting the answers that will actually help you get the information you need to do your job well
Video games: let's mix the creative risks of mass media projects with technology that's work-in-progress alongside the game's production! What could go wrong? And why being indie and having freedom comes with a cost.