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October 22, 2021
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The 3rd installment of a 6-prt series. Composer Winifred Phillips shares content from her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This discusses pure vertical layering examples from the Sackboy and Spyder games.

Posted by Josh Bycer on 10/07/21 11:49:00 am in Design, Production, Console/PC, Indie, VR
Learning any videogame is all about an effective onboarding process and providing the player with the right amount of feedback and information. For today, we're going to talk about how much is the correct amount of info to give to the player.

The 2nd installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 talk, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This article explores more complex deployments of the horizontal resequencing model.

Posted by Josh Bycer on 09/10/21 11:16:00 am in Business/Marketing, Design, Production, Console/PC, Serious
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies facing the studio today over its monetization practices

Posted by Tommy Thompson on 08/31/21 01:03:00 pm in Design, Programming, Production, Art, Console/PC
Mass Effect Legendary Edition is one of the first high-profile titles to use AI texture upscaling, but how does it work?

The Fear of Missing Out, or "FOMO", is one of the most effective monetization strategies, but in this post, I want to talk about how it causes problems for consumers and developers.