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E McNeill's Blog   Expert Blogs


I am an indie game designer working out of San Diego.

I've previously worked at Tiltfactor, Bethesda Softworks, SCEA Santa Monica, and MetroStar Systems. My games include the minimalistic RTS Auralux and the abstract sports game Bombball. I am currently working on Darknet, a VR cyberpunk hacking game, and Tactera, a VR tabletop RTS.

More at my website and Twitter.


Expert Blogs

Posted by E McNeill on Tue, 03 Nov 2015 01:09:00 EST in Indie, Smartphone/Tablet
The difficulty of expanding a minimalistic game.

Posted by E McNeill on Wed, 30 Sep 2015 02:03:00 EDT in Business/Marketing, VR
A lens for comparing different VR displays.

Posted by E McNeill on Fri, 10 Jul 2015 02:51:00 EDT in Design, Indie
"Virtual tabletop" games are a surprisingly natural fit for VR.

Posted by E McNeill on Fri, 19 Dec 2014 01:27:00 EST in Design, Programming, Production, Indie, Smartphone/Tablet
Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus.

Posted by E McNeill on Tue, 18 Nov 2014 01:51:00 EST in Business/Marketing, Design, Console/PC, Indie, VR
Don’t go into VR with the intention of making a “genre game”. Instead, think about what would work best in this new medium.

Posted by E McNeill on Mon, 03 Nov 2014 03:43:00 EST in Design, Indie
How and why I fit narrative into a mechanics-oriented game.

E McNeill's Comments

Comment In: [Blog - 11/16/2015 - 01:27]

Hey, I got quoted Awesome ...

Hey, I got quoted Awesome :D r n r nI don 't have time to respond in depth, but I 'd like to briefly defend my best self definition of value. You precede my quote by saying A common pattern with these developers is that they always project their own ...

Comment In: [Blog - 07/10/2015 - 02:51]

I don 't imagine gamers ...

I don 't imagine gamers sitting around bragging about how great the convergence and parallax are. Those are just the technical reasons for why these games feel so cool in VR. r n r nI 'm sympathetic to the argument that VR might not end up justifying its cost and ...

Comment In: [Blog - 04/06/2015 - 07:37]

At last year 's Steam ...

At last year 's Steam Dev Days, the VR folks at Valve made the argument that VR is difficult, and AR combines all those difficulties with a host of other, bigger challenges. I think that AR tech and software is going to lag behind VR for a few years, just ...

Comment In: [News - 02/23/2015 - 06:07]

Big news for us VR ...

Big news for us VR devs This is going to be an exciting GDC. I just hope I get a demo :

Comment In: [News - 02/20/2015 - 06:42]

If they can selectively block ...

If they can selectively block out light from the real world, then AR can do everything VR can do. That said, Valve 's Abrash has argued convincingly that AR is much, much harder to pull off than VR. r n r nSo at this point, my questions are: r nA ...

Comment In: [Blog - 01/20/2015 - 04:04]

I think your jigsaw puzzle ...

I think your jigsaw puzzle analogy is a good one. But I think you 're mistaking the formalist point of view. Let 's imagine that jigsaw puzzles were the only game in town. A formalist would be interested in the way that the picture affects the puzzle-assembly mechanic, would examine ...