Bryant Francis's Expert Blogs
Ronald Reagan's inclusion in the new Call of Duty game is raising some criticism. Let's discuss why.
Backlash from some of the developers behind The Last of Us Part II doesn't support the hard work from the rest of the team.
Fantasy Flight Games' X-Wing 2.0 offers some interesting lessons for game developers as the industry moves toward supporting more live, always-updated games.
Shadow of the Tomb Raider wants to help players dive into Lara Croft's character, but its developers say it's not commentary. How do developers sell emotionally risky games to the world?
There's a straight line between yesterday's MMO drop rates and today's loot boxes, but does that mean we have a gambling problem?
Games can be political in a lot of different ways, but Wolfenstein II: The New Colossus is practically a toolbox for politically-charged narrative design.
In which your humble contributing editor attempts to parlay his obsession with tiny Star Wars ships into useful game design observations.
Horizon Zero Dawn's apocalypse, and the way it's told to the player, isn't just another video game setting. Here's a look at how its staggered nature creates dynamic storytelling moments worth emulating.
Christopher Kline was almost able to join us last week for our Twitch stream of BioShock, but couldn't quite make it due to a scheduling conflict. He was kind enough to share a few memories of his work on the game.
Blue Isle Studios' Valley can feel a lot like BioShock sometimes, and that's not just because it's a retro sci-fi dystopia. But by aiming a little smaller, it may succeed at some things that BioShock didn't quite land.