This week's highlights include a neat Smash Brothers interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
Survios Technical Artist Kevin Andersen discusses how multiplayer racer "Sprint Vector" brought a new level of design challenges, most notably: how do you design an aesthetically distinct world that's easily readable and render-able at 100mph--in VR?
In this second in my "Game Classics" series, I look at some design lessons that can be learned from the original Sonic the Hedgehog. Find out how this iconic game and character came together, which elements of the game worked well, and which didn't!
Aquamarine, my upcoming point-and-click exploration game, began as something completely unlike what it is today. Without my 17-month process of experimentation and change, I would have never found the right structure to build around the game's core ideas.
In a time where collected data increasingly shapes how we create games I would like to offer my thoughts on how this same data is invoking it's own reality on how games are to be created.