Martin Annander's Blog
Multi-talented game developer hoping to get a discussion going on how we can make game development a more mature industry and work place.
Currently Design Director at Graewolv.
E-mail | LinkedIn | Twitter
How Cyberpunk 2077's narrative subtlety and atmospheric world-building drives one of the best game experiences I've ever had.
Eleven things you should do for your studio if you want to improve and keep your team motivated.
It makes all the difference how we portray violence in our games, and how we think about violence.
Game developers must understand the value they generate, and learn to benefit from it.
Nine things you should actively work to avoid, if you set out to run your own game studio.
If you make the transition from consoles to mobile - don't expect it to be easy. This is a list of widely used control schemes and can hopefully inspire you to make your own next-generation games for touch devices without relying on console mechanics.
Martin Annander's Comments
[Blog - 04/25/2017 - 10:21]
Great anecdote I remember Skyrim ...
Great anecdote I remember Skyrim as the game with all the angry wildlife. Not too far from your description. It really does get absurd sometimes, especially when - as you say - there is no other option. Just as much as you can 't surrender as a player, enemies never ...
[Blog - 04/18/2017 - 10:39]
I have to disagree that ...
I have to disagree that FG games are any different from what you call 'classical plot ' games. The story is still entirely incidental to the player 's interaction with the game world. You 're the remote control that starts snippets of content in a somewhat depressing theme park. Unless ...
[News - 03/30/2016 - 12:35]
Excellent news, and should 've ...
Excellent news, and should 've happened years ago. Something more akin to the Apple App Store or Google Play would be infinitely much better than the devkit/submission circus.
[News - 03/28/2016 - 04:01]
What I find most interesting ...
What I find most interesting is that procedural storytelling or procedural narrative seems to have many different interpretations. Not conflicts of any kind, just interpretations of what 'story ' means to a game. I will follow any developments like this as closely as I can
[Blog - 11/30/2015 - 03:20]
Amen to pretty much everything ...
Amen to pretty much everything you said. I especially understand the cult reference, since I suddenly realised one day after leaving a company that everyone I knew in the city I lived was still working there or had quit for similar reasons I did. r n r nBut the worst ...
[Blog - 11/24/2015 - 06:26]
That 's definitely how Pop ...
That 's definitely how Pop would be advertised, but for games, I 'd argue it includes how you handle your marketing. You should only talk about your engine if you get paid for it, get a better deal for it, or if you are a particularly credited expert, etc. r ...