Stanislav Costiuc's Expert Blogs
A look at different facets of Horizon: Zero Dawn and what Guerrilla has done to create a wholesome, engaging experience.
When we talk about responsive controls in games, we talk about the time between a button press and the action being completed. And yet Bloodborne is still a responsive game even with actions completion being technically delayed. Let's talk about why.
A little story of a Game Designer who found what type of videos he should make on YouTube
Leonardo as a character does not appear in the main campaign of Assassin's Creed II too often, and yet players grow very attached to him. Let's examine why.
To feel physics-based, swinging in a Spider-Man game doesn't actually need to fully follow the laws of physics. So let's take a look at those that it doesn't.
Let's talk about what the first Assassin's Creed does to make itself feel larger than it actually is.
A question I hear pretty often is, "What is a meta-game?". There are two pretty similar but also quite distinct and different answers which we're going to talk about.
Pokemon Go tried to take over the world by storm, but it didn't quite make it. Let's take a look at why.
Let's take a look at what makes Threes! such a good little puzzle game.
In this streamlined version of a talk I gave about a year ago, let's discuss how games can use interactivity to create strong emotional bonds with the players.
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