Haruspicy and Canopic Jars: using Playmaker in Production - by Yanko Oliveira Blogs - 5 February 2018 - 7:43am
Playmaker might be the best tool for visual scripting in Unity, but if not used properly, it can be messy. Here's the approach that I use that empowers the designers as much as possible, but still keeps entropy under control.
Categories: Game Theory & Design

Episodic design 2.0 - Gameplay and storytelling at its best (Part 1) - by Pascal Luban Blogs - 5 February 2018 - 7:42am
Episodic games have the reputation of offering great storytelling but weak gameplays. Does it have to be that way? No. In this 3 parts feature, I will explain how we could merge mainstream gameplays with the effectiveness of episodic storytelling.
Categories: Game Theory & Design

Technologies Being Used in Modern Games in 2018 by Developers - by Ajeet Singh Blogs - 5 February 2018 - 7:42am
Game developers continue to adopt new ways of creating and designing games we can only imagine what 2018 has in store for us!
Categories: Game Theory & Design

Podcast: Character Behaviours in The Last Guardian and How To Design Them - by Marius Holstad Blogs - 5 February 2018 - 7:41am
In this 2018 podcast, Norwegian game designer Marius Holstad goes through the process of designing a lifelike character like Trico in The Last Guardian and gives a clear, in-depth breakdown of the approach.
Categories: Game Theory & Design

Simplifying a Game Design - by Lewis Pulsipher Blogs - 5 February 2018 - 7:39am
Almost always, when I talk with groups of people about game design, I quote Antoine de Saint-Exup'ery:"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." How do we achieve this?
Categories: Game Theory & Design

Steam Winter Sale Data and the Effects of a Front Page Feature - by Josh Ge Blogs - 5 February 2018 - 7:39am
Examining Cogmind's traffic and rankings during Steam's biggest sale of the year, with additional focus on one day of being featured on the front page and its impact on exposure, wishlist activity, conversion rates, and revenue.
Categories: Game Theory & Design

Organizing successful competition that doesn't scale - a js13kGames 2017 post mortem - by Andrzej Mazur Blogs - 5 February 2018 - 7:37am
Let's look at the js13kGames 2017 competition from the perspective of those few months that already passed, see why this one was special, and why it have to change.
Categories: Game Theory & Design

Field Switch File System

New Drupal Modules - 5 February 2018 - 7:30am
Field Switch File System Field Switch File System - switch files from public to private and vice versa.


  • Enable the module admin/modules or drush en field_switch_file_system.
  • Using the module.

Using the module

Categories: Drupal

Evolution of War | The AI of Total War (Part 2) - by Tommy Thompson Blogs - 5 February 2018 - 7:27am
In my second article on the AI of Total War, I look at the rise of modding for AI behaviour, as well as the complete engine rewrite in 2009's Empire: Total War.
Categories: Game Theory & Design

Bury Me, My Love: tips for writing a game that feels real - by Pierre Corbinais Blogs - 5 February 2018 - 7:26am
How to write a game based on a sensitive topic such as the European refugee crisis? How to make this game feel real while remaining respectful of the people concerned? Here are a few tips based on my own experience.
Categories: Game Theory & Design

Field Importer

New Drupal Modules - 5 February 2018 - 7:18am

Field Import module enables you to import fields to a content type from a csv file.
Fields can be imported into an existing content type or a new one which will be created upon import.
Drupal naming conventions should be followed for the fields to be imported.

Categories: Drupal

Wyrd Previews The Undying For Malifaux/Through the Breach

Tabletop Gaming News - 5 February 2018 - 7:08am
Since both Malifaux and Through the Breach take place in the same universe, Wyrd is able to create products that give content for both at the same time. In this case, it’s their Story Encounter and Adventure Box. It’s got story and adventure for the RPG, while also some cool, new models for the minis […]
Categories: Game Theory & Design

Team Play Now Available From WizKids

Tabletop Gaming News - 5 February 2018 - 7:00am
Two heads are better than one. It’s an old saying that’s now in game form via Team Play, a new card game from WizKids and Schmidt Spiele. In the game, pairs of players are looking to complete objectives, but they’re unable to directly say exactly what their goal is. Players will have to find other […]
Categories: Game Theory & Design

Entity Collector

New Drupal Modules - 5 February 2018 - 6:21am
Categories: Drupal

New Age of Sigmar Releases Available to Order From Games Workshop

Tabletop Gaming News - 5 February 2018 - 6:00am
The world of the Age of Sigmar is world where death isn’t the end. While nobody here is 100% certain what happens when you die, in AoS, your body can definitely come back and continue to act and work. Powerful necromancers, such as Nagash, can and will use you as a puppet to do their […]
Categories: Game Theory & Design

How to Create When You’re Angry

Gnome Stew - 5 February 2018 - 5:29am


Whew, there’s a lot to be angry about in our current American political climate. That’s not the only reason you might be angry though. If you’re anything like me, your emotions could spike because you got into a stupid internet argument, the local government bureaucracy is inhumanely disorganized, or your chronic pain is high that day. Emotions just happen! So what to do when they’re distracting you from designing an amazing setting or prepping for your PbTA game tonight? I’ve developed some techniques that might be useful for you, too.

Hack Your Brain

I love hacking my brain and one of the most useful hacks I’ve learned is to smile when you’re angry. It will trick your brain into feeling happier, because the brain associates that movement with laughter or happiness. Seriously your brain is that dumb. It’s incredible how we can influence our feelings with the chemicals in our bodies. Do the equivalent of smiling with your creativity. So make something that is silly, or wholesome, or makes you laugh.
I love hacking my brain and one of the most useful hacks I’ve learned is to smile when you’re angry.


Are you really angry? Like Hulk angry? Channel those feelings into whatever monster you’re creating for the PCs of your game to encounter. Write something angry. Focus on venting what you feel and you might even feel better afterwards too. I usually do! It’s also really authentic to use what you’re feeling in whatever you’re designing.

Be Gentle With Yourself

It’s ok if you’re angry you’re allowed to feel that way. Sometimes we focus so much on anger having the stigma of a “negative” emotion that we forget it’s important to feel all emotions and none of them are bad. Write a little then take a break to really stew like one of those anime characters brooding with lines coming off their head. Then make yourself go back to creating that really cool witch teacher NPC that’ll feature in tonight’s game.

Sandwich with Self Care

This one might be my favorite because I looooooooove pampering myself. Put on a face mask with coffee and watch a half hour of youtube to chill. Then write for a few hours. Then make yourself a smoothie and have some cute time with your snake. The care will help you get into creative mode despite the stupid emotions. Bonus, you’ll get a reward after you’ve been designing for a little while.
 Then write for a few hours. Then make yourself a smoothie and have some cute time with your snake. 

Give Into The Anger

Dark side of the force style, you know, like emo shirtless Kylo Ren, only more productive and less evil. Admitting you’re angry is really half the battle. Allow yourself some time to reach out for emo support among your friends and family before you start creating. Usually when I do this I remember the clever amazing queen I am, and it helps heal my heart. With renewed vigor I then go on to create without this anger bullshit weighing me down as much.

Just Do It

I know, I know “but Kira if I could just do it I wouldn’t be here reading this helpful list.” Sometimes when the rest of me is saying nooooo I don’t wanna, it’s the best time to sit down and just do it, because I’ve made it way harder in my head than it actually is. It might be hard to convince yourself to take this route cause too many emotions, but I’ve found this is one of the most effective strategies. If you wanna get it done, just do it.

I hope you can put these techniques to good use, and they help you overcome those angery feels and create some awesome things for your friends or your game designs.


Categories: Game Theory & Design

Varbase Blog (Corporate Blog)

New Drupal Modules - 5 February 2018 - 3:42am

Provides Blog content type and related configuration. Use Blog to publish blog posts.

Categories: Drupal

Varbase Social Single Sign-On

New Drupal Modules - 5 February 2018 - 3:42am
Varbase Social Single Sign-On

Adds single sign-on using existing information from a social networking service such as Facebook, Twitter or Google+. Built using Social API.

We could enable it at the Extra Components installation step of varbase.

Categories: Drupal - Thoughts: Last Month in Drupal - January 2018

Planet Drupal - 5 February 2018 - 3:00am
Finally, after what felt like months, January has come to an end. This means it is time for our monthly blog series, Last Month in Drupal. January has seen a plethora of Drupal news and here we pick out the best bits just for you.
Categories: Drupal

GraphQL Metatag

New Drupal Modules - 5 February 2018 - 2:33am
Categories: Drupal


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