A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms.
For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing.
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.
Thoughts on the upcoming software catalogue of Gear VR and how mobile VR games will be viewed by players.
Microsoft’s acquisition of Mojang is about the future, not short term economics
I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out.
At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds?
Another quick tutorial while I am still reworking the space tutorial. This one is another request - how to create rocks, that don't look like clouds.
I wrote that giant history, but here's my personal take.
This series of posts are about shooting good pictures for 2D game art production. This post is Part 2.