An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions.
A blog made by Chris Kjosmoen about my thoughts around loyalty + games.
Here I describe how the camera works in Sol. This is especially interesting when zooming is enabled, since the camera behavior is much more complex to compensate for the smaller viewport.
The design of the female Kerbal characters was a process of several months. Throughout the road I found some obstacles and design problems that needed to be overcome, to the extent of creating: Valentina Kerman, the most badass Kerbonaut.
Gunpowder is a one of a kind physics-based puzzle game featuring colorful cartoon style artwork, a charming backstory and a clever game design. With it out on iPad, Windows 8 and soon Steam, I reflect briefly on how the game got to where it is today.
Are you stuck in Early Access? Has your game been a success and you're ready to move on? What ever the reason, why don't development companies trade ip much like other assets?
I have started a new project which required a stable Audio Sequencer. Unfortunately and surprisingly I could not found any stable solutions online. So I have decided to create on myself.
Kevin Wong reflects on USC Game Vanishing Point, what went right, what went wrong, and what he took away.
In this paper, I endeavor to detail the principle of Acquisition, what I call a Gameplay Challenge and how it pertains to the development of a software suite I titled Diadema, that I am developing.
First came EA, Capcom dipped their toes, Square Enix hopped in. Now more big names are declaring that they are "focusing on the mobile market", like Konami, Nintendo, Sega.
How do the existing indies and nobodies (like me) feel about this industry tren