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.
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.
I have Tourette's Syndrome and Narcolepsy. I made a game about them. It's kinda weird.
5 points to build up trusting relationships and helping the young ones grow in the Industry.
Historians John Harney, Bob Whitaker, and Robert Greene II discuss the treatment of twentieth century American history in Machinegames' Wolfenstein II: The New Colossus.
Cooperative gameplay is growing in popularity. Based on extensive research, prototypes, and metrics, here is a design lens and framework for designing prosocial games that build trust between players.
IGDA Game Design SIG presents its first Play Harder Challenge, meant to expand your game playing horizons, introduce you to new genres and designers, and make you think more about the art of game design.
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 blog does not have any special technical advice for anyone in games but more of some friendly advice to help make development for you and your team go a little bit smoother.
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.