A deep dive on why and how we designed a new feature in Shovel Knight: King of Cards- secret exits in levels!
In episode 14, Jeremy dives into the Swap Fire Comic, specifically with regard to the PixelFest ad that will appear in it. He also talks about solving a Rubik's Cube, beating Street Fighter II without losing, and the essence of personal challenge.
Unpacking some marketing strategies Kitfox Games has used for over 3 profitable games — and counting!
This is meant to be the first article of a series dealing with design concepts imported from board and digital wargames, with subsequent articles detailing specific mechanics or games and comparing them to videogame genre approaches.
Sometimes a game or a situation does not need to be fair, as long as players perceive that it is fair. Coin Master gave a great example of this.
The 220 unique AI personalities in Halo Wars 2.
My latest #procjam entry was an exercise in generating complex artifacts out of a single Energy value, along a few procgen paintings to go with them. This covers tricks and design rationale I used to make such a project (kinda) fit a jam timeline.
A high-level introduction to how game engines implement projectile logic.
Why you shouldn't care what other people think, unless you actually should in which case totally do that. I didn't though.
Outer Wilds' precise blend of genre seems impossible to talk about without spoilers, but it can be done: in this trailer analysis video (with transcript)!
2019 has been another banner year for amazing games being released, but it also shows how hard it is for games to stand out, and why just having a good game isn't enough anymore.
For the past few years, the streaming website Twitch has been the go-to site for inspiring gamers to show off their gaming prowess and build a following. Here's how you can go about building a following of your own.