Updated: 23 hours 45 min ago
In this second in my "Game Classics" series, I look at some design lessons that can be learned from the original Sonic the Hedgehog. Find out how this iconic game and character came together, which elements of the game worked well, and which didn't!
Aquamarine, my upcoming point-and-click exploration game, began as something completely unlike what it is today. Without my 17-month process of experimentation and change, I would have never found the right structure to build around the game's core ideas.
What if America falls into a second Civil War? This game simulation and classroom exercise says it will be a dumpster fire.
How do you choose which game to make next? These are three factors you should definitely consider.
Is there a future for episodic content business model?
A look into the designing process of an indie game called Runick. This blog post will be divided into three parts, each of them tackling one part of the process I went through while designing the levels in Runick (Experimentation, Progression and Fillers)
Tim Cain, Brian Fargo, and other Interplay developers reveal the origins of Fallout's S.P.E.C.I.A.L. attribute system in an excerpt from "Beneath a Starless Sky."
Before I founded Modern Storyteller and began making our game, The Forgotten City, I was working as a legal and strategy advisor to a multi-billion dollar tech company. Yes, that is a bizarre career change. So why did risk my career to make video games?
a look into the mechanics used to get players to spend money on initially free games.
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
The discussion analyse The Last of Us and God of War to see how games with dark themes can ultimately provide a story with a message of hope!
Games end. Or at least they used to. Most games be they board games, card games, sports or video games have a point at which they finish. But now we have games that donât end. So what does that mean for stories in games when they don't end?
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâs senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
In the past year, there have been a number of mobile games made by Chinese developers with very authentic Japanese ACG look and feel that become top grossing games in Japan and South Korea.Why they want to make such games? And why they can do so well?
Crimson Company is a competitive card game without decks, hands and private collections. Through the introduction of "board drafting", it aims to combine the strengths of the best card battlers, while also tackling some of their central design problems.
Today's post looks at the evolution of stealth gameplay into three different philosophies of game design
A post about planning your games and managing motivation, especially for those who don't like to plan.
A detailed, but practical take on transferring bits and networking architecture for an RTS.
This post covers my experiences trying to leverage AI to generate game content rather than make them actors in a planned story. I cover the difference of perspective that is necessary to take advantage of our medium through our AI agents.
The Oculus Quest is Facebook's latest innovation in the virtual and mixed reality space. However, a few choice words on how their ecosystem is structured could make the difference between effectively owning their market, or being a slave to it.