I'm a game designer and engineer who loves to tear shit apart. I've had the opportunity to work in many different roles and genres for 13 years, and I got me some opinions. Half of me loves making weird stuff while the other half won't stop philosophizing theoretical game design.
Honestly I'm just proud of myself for staying loyal to the game industry, even though bae hurts me on the regular. Let's talk rapid prototyping, ideation, player psychology, and the mystique of embarrassing melee kills.
Check out my blog at medium.com/@johnnelsonrose
I don’t know who needs to hear this, but there’s a reason you make games.
Who doesn't love a classic? But let's agree on what that magic word means, and then see what we can do to achieve it.
A look at games from the dual processes of bringing order and wreaking chaos.
Revival movements in art have a long history, and retro game development can learn a lot from them. Let's consider retro games in the light of two important architectural movements, Neoclassicism and Gothic Revival, and see what shakes loose.
Why exactly does killing work so well in games?
Examining the beauty of games that take place in one focused locale.
[News - 07/02/2020 - 06:13]
Agreed. The capabilities and availability ...
Agreed. The capabilities and availability of content tools have at least kept up with higher specs. We see pretty amazing stuff released by tiny teams all the time. It 's definitely not a foregone conclusion that every generation should cost more to develop.
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[Blog - 10/26/2018 - 10:21]
I disagree: Civ is a ...
I disagree: Civ is a good example of a very complex game, but it 's still accessible enough to learn by playing. The author is right that board games require a lengthy explanation and understanding for all players before they can really begin. Video games, even deep strategy titles, have ...
[Blog - 09/14/2018 - 09:32]
Couldn 't agree more - ...
Couldn 't agree more - so many reviews leave you with the aftertaste of a bad book report. The more we can encourage critical and analytical thinking in reviews, the more our audiences will hold games responsible for higher levels of design and meaning.