The 3rd IGDA Game Design SIG AMA in conjunction with the National STEM Challenge focused on game writing and featured game development questions from mentors and students from around the United States.
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.
The Indiepocalypse happened. Now what do we do?
Awareness Ideas and Suggestions for the up-coming PlayStation 4 title; Dreams.
Explaining my Seven-Day Roguelike development process and the reasoning behind choices made along the way. An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent converting one game into another.
The tactical military shooter Six Days in Fallujah was an idea too early for its time. The controversy caused it to lose funding and a dedicated team. Here's some of the challenges I saw on Six Days in Fallujah.
I have Tourette's Syndrome and Narcolepsy. I made a game about them. It's kinda weird.
5 points to build up trusting relationships and helping the young ones grow in the Industry.
Historians John Harney, Bob Whitaker, and Robert Greene II discuss the treatment of twentieth century American history in Machinegames' Wolfenstein II: The New Colossus.
Cooperative gameplay is growing in popularity. Based on extensive research, prototypes, and metrics, here is a design lens and framework for designing prosocial games that build trust between players.