E McNeill's Expert Blogs
How narrative influenced the design of my game Darknet, viewed through the lens of the MDA framework.
"Rich gameplay is just a big pile of secrets."
One developerís tribute to Unityís Asset Store.
How the puzzles in Darknet are procedurally generated.
I hate grinding. Iím fundamentally opposed to it, and Iíve always made an effort to keep it out of all my games. And yet, somehow I had made a game in which you repeat the same task over and over again.
The unofficial strategy guide for Productivity, a time management game about indie game development.
How I discovered that my games were more fun when I didn't have all the answers.
Until about a month and a half ago, my one-man indie game Darknet was going to be an MMO.
Why games shouldn't care about the player.
On the culture clash between VR enthusiasts and game devs.
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