This is a series of six blog posts where different disciplines share what they wish others would know and understand.
Her Story’s excellent approach to narrative gives a new take on the player’s role in revealing the story. Here, Steve Ince looks at these ideas and the question of whose story it actually is.
A GameDevsLikeYou interview with Paul Tozour discussing game development in the '80s, Unreal Engine 4, scripting languages, AI, negotiation, game developer education, AR/VR, teamwork, emotional intelligence, and the origins of the @GameOutcomes Project.
Continuing my series on how I design, I want to show how spectra relate within a choice field, and how one can view that data in different ways by opening little “windows,” or views into the field.
I don’t use the word “theme” any more, because there are so many different meanings. These meanings are not even close to the same things. If you cannot know how your reader/listener understands a word, you can’t use it (if you want to be clear).
Novelists can't get data on how long it takes someone to read a given chapter or whether anyone finishes their books. You can do much better than that. Shore up your game narrative with the magic of data!
A collection of VR tips from Jesse Schell, a 20 year VR veteran, featuring examples and illustrations from "I Expect You To Die", an Oculus Rift project from Schell Games.
What do the ending of the Mass Effect series and a painful medical procedure have in common? They both illustrate how memory and evaluation of experiences interact.
Cross-posted YIIK dev blog about the complexities about designing the game's artificial intelligence.
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers.