This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
This week's highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more.
As any production phases can be very, very demanding and stressful, but the most creative and painful period for me is the conception phase.
This is both my dream period and nightmare at the same time.
A postmortem about creating Six Ages: Ride Like the Wind, the spiritual successor to King of Dragon Pass, as a tiny indie studio.
This week's highlights include juicy math(s) in Slay The Spire, the creation of Totally Accurate Battlegrounds, and loads more.