In this article I want to take a brief look at how stories in games can be used effectively through gameplay to flesh out important details that give more weight to the larger much simpler goal of the overall game.
This was created for the benefit of relatively inexperienced game designers, as "pros" know it already. But summaries are often useful. The video (screencast) is more than 14 minutes long.
Using personas as a tool to get inside heads.
On isolationism in game development; my Indiecade 2014 talk
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.
Popular Meetups like SVVR, VRLA, and San Francisco VR Meetup are getting kudos for inexpensively getting a lot of expertise in one room. Learn about the gaps that need to be filled to grow the industry, and an effort being done to fill them.
An analysis of the games that laid the foundation for Alien: Isolation, an overview on what the games does well and what it fails at and finally some discussion on how to evolve the genre.
While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong.
How good a designer you are depends mostly on how much design you get to do.
This is the third and the last post in the Blog series ‘Porting an adventure game to mobile: Tips and Pitfalls’. Part 1 is here. Part 2 is here.