I worked with Brookhaven National Laboratory and the New York Historical Society to recreate one of the first videogames ever made: 1958's Tennis For Two. Here's what I learned by recreating a game designed half a century ago.
Part 2 of owning your hiring process. This week I talk about what my process is. What's yours?
Sometimes random loot is too random. A look into the process of adding logic to the loot drop system in Bunker Punks and how it plays to the core gameplay experience.
This article is a review of the map art of a successful Match-3 game: Block Star Party, from the angle of an art producer. And if you're preparing maps for your game, hope this article may give you a bit of light.
What the heck is Yo-Kai Watch and how does the game actually work? What are its strengths? Christian Nutt dives in.
In this video, game writer Sande Chen goes on a brief journey on the history of storytelling.
Google's gambit to design its own chips may prove to be the Trojan Horse that will reshape mobile VR and immersive tech as we know it.
For those of you who were not able to attend GameSoundCon in LA this year, I wanted to share my presentation on "The Technical Composer" with you. This is Part 1. I discuss The Technical Composer, and compare Elias, WWISE and FMOD for adaptive music.
Part 1 of a 2 part series. Own your hiring process! Make sure it's achieving the goals you want and that you're sending the right message.
NYU's Practice: Game Design in Detail conference is one of the best conferences in the world for those who really want a technical deep dive on understanding interactive systems. But this year's event seemed quick to reject opportunities for progress.