A discussion of how reading Nate Silver's "The Signal and the Noise" reminded me of several challenges I had in implementing physics for Contraption Maker.
What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended.
When creating proper names for fictional people, places and things in a game (or other creative endeavor), there are some tricks you can use to help your players keep them distinct and organized in their minds.
Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).
Technical lessons learned from the creation and release of Octodad: Dadliest Catch.
Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands.