3 years ago, I shipped my first game, Splinter Cell Blacklist, with the team at Ubisoft Toronto and now I'm taking a look back. We'll be running through 10 anecdotes & takeaways from the production of the map I worked on.
“Stop calling Pokémon Go AR” say the purists. But who cares what you call something that is so successful? Just be glad it happened, and let’s figure out what the mainstreaming of AR means for the AR/VR industry.
Continuing on the thread of the rules of games, I compare and contrast similar issues in other media.
Writing in video games is not just about the story. In some games there's tons of game rules informations to be conveyed to the player and it got to be done quickly and efficiently.
Sharing the entire process behind building a single major alpha version, from start to finish. Project management and marketing all in one!
Good communication amongst team members can make or break the development of a game. This article highlights some GDC 2016 sessions that discuss this topic, and also includes a personal anecdote from the development of the SimAnimals game.
An international line-up of indie developers was brought together by the IGDA Switzerland Chapter to discuss the topic of death and consequence in game design. What emerged were varied perspectives that reflected the complex nature of death.
In this article, game designer Sande Chen explores the ways film directors are masters of audience manipulation and what that means for game design.
Breaking down my experience submitting and presenting a talk at the 2016 Game Developers Conference.
A look into the games media landscape, across multiple regions and topics.