How do you design emotionally meaningful decisions? This post aims to explore a dissonance in player motivation that can be leveraged to imbue decisions with emotional heft.
I'm not a fan of MOBA games, but became a fan of Awesomenauts. Does this mean the game acted as an entry point to the genre, or is it just a matter of liking or not particular games?
How I dug myself out of a depression by making a game.
Should game developers take moral responsibility for endorsing hedonic monetisation and pushing suggestive adult content to an impressionable player base?
Historians John Harney and Tonio Andrade talk about Civilization VI and how the game (and series as whole) reflects broader issues when discussing history.
This article sums up why I think Agile methodologies are a key component to attain high quality in complex product development, such as when producing games.