Buying a design partner2 by
"We playtest the game every week. At the end, we agree on design priorities for the next iteration, and I schedule my week based on these priorities."
8 things I learned making Extrasolar3 by
"It didn't make any money. But I did learn a metric tonne about game writing, design, and giving your audience a sense of personal ownership of their actions in a fictional world."
Dark Souls: It's like an NES game!57 by
A deep analysis of how Dark Souls leaves behind modern game design tenets -- and is stronger for it -- in the guise of truly and meaningfully comparing it to retro games.
The creative influences of Sunset4 by
Tale of Tales' MichaŽl Samyn writes about building a first-person experience that resonates with his own influences and players: storytelling, love, interior design, and revolution in the 1970s.
Console/PC, Indie, Art, Design