Explaining my Seven-Day Roguelike development process and the reasoning behind choices made along the way. An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent converting one game into another.
This week's highlights include musings on guns in games, a postmortem of Where The Water Tastes Like Wine, & a profile of a top retro YouTuber, among others.
The tactical military shooter Six Days in Fallujah was an idea too early for its time. The controversy caused it to lose funding and a dedicated team. Here's some of the challenges I saw on Six Days in Fallujah.
5 points to build up trusting relationships and helping the young ones grow in the Industry.
This week's longform article & video highlights include plenty of GDC standouts, as well as a fascinating profile of Stardew Valley's creator.
Mafia III's Nathan Cheever (Lead World Designer) and Petr Zavesky (Lead Architect) share the history, process, and challenges creating New Bordeaux, their version of New Orleans. The city became more than a place − it became a unique character!
This week's longform writing/video highlights include helping gamers find undiscovered exoplanets, research about 'the trust spectrum' from Raph Koster, and lots more.
How Golfclash leverages "Learning from your opponents" as an effective on-boarding tool, how "Psychology of Wager Systems, impacts casual gameplay and why "Timed Chest" in Golfclash and Clash Royale might be catching on.
This week's best longform articles & videos include devs on the effectiveness of jump scares in horror game, a unique in-game soda machine documenting project, and lots more.
The process and challenges of taking Guns of Icarus from PC and Steam to PS4 and making seamless cross-platform play with voice chat a reality.