David Craddock's Member Blogs
A combination of late-morning showers and customizing StarCraft's research trees had major design consequences for Diablo 2.
After helping to develop some of the biggest blockbusters in gaming history, Henry Smith gives himself 12 months to succeed at creating games on his own.
Erich Schaefer and Travis Baldree reveal the tricks they used to make Rebel Galaxy appear larger than it really is, and discuss their reasoning for developing a traditional product in space choked with microtransactions and free-to-play games.
Double Damage Games co-founders Erich Schaefer and Travis Baldree employ an off-the-cuff style to create the look and feel of Rebel Galaxy’s ships, combat, and grungy, space-cowboy setting.
Navigating a series of professional peaks and valleys, Erich Schaefer and Travis Baldree consider leaving Runic Games to form a new development studio. Their team: just the two of them.
NES ROM hacker "infinity" talks about how he got started in the hacking space, the tools he uses in his work, and his most popular game -- Mega Man Ultra, a total makeover of Capcom’s Mega Man 2
Following the critical and commercial success of Gabriel Knight: Sins of the Fathers, Jane Jensen pens a sequel that sees her “shadow hunter” chase werewolves and tap into his carnal side, all under the bright lights of Hollywood.
Fresh off her co-directing debut on King's Quest 6, Jane Jensen laid the groundwork for a more mature adventure game and adventure-game hero.
Novelist S. D. Perry discusses her Resident Evil books, writing, and the trials and tribulations of adapting interactive screens to static pages of text.
In Chapter 5 of "Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games," author David L. Craddock explores the unique classroom culture that gave rise to Hack.
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