Updated: 20 hours 26 min ago
A brief overview of the production of Flutter Bombs, an indie game on console. How a multi-platform study in game design released as a twin-stick shooter on Xbox One.
In my first game design book review I take a look at Game Programming patterns by Robert Nystrom. This book is a great resource for somebody who knows a little about programming, but wants to learn more about how to program a video game.
Personal preferences on writing code for Data-Oriented Design instead of Object-Oriented Design.
A deep dive into the Metal Gear Solid series and how Japanese aesthetics played a major role in the influence of core designs as well as some visual aesthetics.
Memorable moments are a big part of designing games, and in long-running series, this sometimes involves series throwbacks. In this blog, we'll be looking into the latest God of War, and how it makes one moment work for both newcomers and series fans
Tutorial design can be very hard for designers to wrap their head around, but we're going to talk about some basic concepts to understand when trying to teach a player about your game.
This post focuses on the Microsoft Adaptive Controller and how well it actually does following guidelines from gameaccessibilityguidelines.com
Historians Bob Whitaker and Meaghan Walker consider Lucas Pope's Return of the Obra Dinn. Topics include seafaring in the Napoleonic Era, nostalgia for the Age of Sail, the Memento Mortem and historical deduction, and mythical sea creatures.
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Following a long and unimpressive string of passable products with the Sega brand licensed out to bidders without quality in mind, the concept of a plug-and-play Genesis has taken something of a dip in public perception.
Indie games fail for a large number of reasons ranging from development to promotion. But when it comes to promos, these are the top 7 transgressions I've seen from indie studios.
I started an experiment to try and create the silver bullet of design patterns when writing game code. I want to share this hoping to create some traction for people that share my motivations.
With games like Cookie Jam, Panda Pop, and Harry Potter Hogwarts Mystery how does Jam City approach marketing for their mobile games? Harry Potter got 40M installs to date so far. How do you run, structure, and optimize UA? Find out now!
Meeple Like Us is three years old now. In this post we reflect on what we've found, where we've been, and where we're going.
This is an editorial statement in response to a comment that was recently made to me that stated 'we don't really know what makes a good educational VR experience.' While that may be partially true, I believe it is far from totally true. Here's why.
I went to GDC for the first-time to show off my surreal adventure RPG with the Indie MEGABOOTH, all while traveling and exhibiting alone. Sounds intense, yeah? Here's how it went.
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, as well as looks at Anthem's troubled dev cycle, the 'grit' behind No Man's Sky, & more.
Adapted from GDC19's Level Design Workshop, this post applies real world playgrounds to multiplayer level design with a focus on level geometry.
PAX East 2019 marks my third major showcase of Summoners Fate and I continue to learn from our experiences. Hereâs three things we did different to stand out as an indie at PAX East this year and the data we collected.
Over the past three months I have looked at almost 700 games in my Steam Discovery Queue. I saved the store page html for each of these games so I could analyze what Steam is showing me. Here is what I learned.