What's the one thing that could help the developers create convincing, immersive game worlds? The answer might be counter-intuitive, but I am convinced the solution is just.
A look back on how we designed and built our latest adventure app for children. Focusing on the design and art of this re-imagined story.
A sampling of early, rough sketchbook designs and planning work from the past year-and-a-half of working on Lovers in a Dangerous Spacetime.
We're running a game jam about Proceduralism and PermaDeath, and raising money for OpenGameArt.org
Part One of a two-part look at gender stereotyping in games
A brief summary of how the broader debate about women and videogames has influenced some of the design processes in Desktop Dungeons.