Updated: 8 hours 29 min ago
In this post I would like to post a set of great videos from the history of our industry and also talk about why we are in a great industry
Should divided genres still exist, or should videogames be, or at least aim for complete simulations?
While working on my neuroscience simulator, I ran up against that eternal question: "how do I get paid?" I interviewed a handful of very smart developers working in educational games & assembled a comprehensive list of funding avenues.
Another excerpt from the VCS book, this one covers the early RPG Dragonstomper, which has some amazing features for 1982! Anyone interested in the early history of CRPGs needs to take a look at it.
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.
I go over the features of The Quiet Sleep and how they work towards my desired aesthetics for the game.
Magic Masks is launching today, April 30, on Steam - a casual, colorful, puzzle adventure game that has spent about 3.5 part-time years in development. Here is some insight into the team, the game, and my reflection on what I believe the game is.
The crazy reasons that games have been banned and why you need to walk on eggshells as a developer
A discussion of the personality of Booker DeWitt from Bioshock: Infinite based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.
Using lessons from lean software development we can reduce waste and create low risk opportunities to innovate and delight our players.
Randomness is a very important part of many games, but can also be very misunderstood. The appearance of randomness can often be just as important as the actual randomness. This article looks at how randomness is perceived by players.
Fun fact: "Kartridge" was our first name idea for Kartridge, but the process of finalizing the name and registering the trademark took 8 months. Kongregate's Jeff Gurian learned a lot about trademarks along the way, which he shares in this blog post.
Developer Kenny Creanor talks about how he turned 'oOo: Ascension' from a weekend prototype into an Xbox One release in under 12 months
A blog post discussing what makes League of Legends such an addicting game. I couldn't figure out how to attach an image to the post, if you wish to add an image to it feel free to do so.
oOo: Ascension Developer Kenny Creanor talks Minimalism and how it doesn't really apply to Games - yet
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.
The Indiepocalypse happened. Now what do we do?
The first part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.
For this first of a multi part post, we're going to dig into what makes a game replayable in the eyes of the player. Biomes are an essential part of creating random or procedural content, and the first step in the process.
Quests are meant to tell stories, to show how a character or world changes. But video games seem intent on keeping that from happening. Even the lowly fetch quest can be the fulcrum for a character arc or world-shifting events.