Having played Return of the Obra Dinn recently, I was inspired to write about historical settings, exploring themes, co-linear storytelling, and ships - all within the context of the Obra Dinn.
Why and How to create Hi-fidelity game UX prototypes that rival finished game's feel to gather qualitative user data or pitch a new idea, way early in pre-production.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Let's take a look at what makes Threes! such a good little puzzle game.
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.
A description of how we do UI localization in The Machinery.