A postmortem about Heartonomy's iOS game StarLicker. The game was not a success, and in this article the developers reflect on the mistakes that were made and what they learned from them.
Reflecting on my first attempt at a stop-motion animation film.
Applying the basic elements and principles of art and design to level design to create a world that is intuitive and balanced (or not, if you so desire).
My thoughts on balancing the unpredictability and lack of control caused by randomness in a game by providing facets for player decision making.
Hi readers, I’m Wes Rockholz, a Game Design and Development student at Rochester Institute of Technology. Welcome to my new professional blog!
Why is it that games that address issues of diversity are often described as having an 'agenda', regardless of content, when mainstream titles are not given this label? Inspired by the recent Different Games conference, this post discusses this phenomena.