Far Cry Primal introduces a taming mechanic that allows players to use wildlife as an assisting character. In this piece I explain how this was designed and implemented.
In this blog post, I talk about why we always fail to meet our deadlines and why our plans never work out, an some ways to mitigate that using psychology from Daniel Kahneman's book-- Thinking: Fast and Slow.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition marks the inaugural public version that I will publish broadly every week going forward too. Opinions are mine.
This week's highlights include analyses or interviews on Donut County, Exapunks, Prey: Mooncrash & many more.
This is an overview of the full motion video pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll investigate how we were able to achieve our remastered FMVs.
This week's highlights include a look at innovative 'alternative arcade' Two-Bit Circus, a retrospective on the creation of GoldenEye for the N64, and lots more besides.
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
Billions of dollars later (and many more to come, I'm sure), seemingly wild investments in Magic Leap, Oculus, and more are put into future computing perspective.
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.