In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Video games owe a lot to comic books, not just because they’re both part of nerd culture but because they’re both visual mediums doing storytelling. Here are some lessons we can learn from comic books and Stan Lee when it comes to game writing.
In the first part of 'how to build worlds and tell stories in VR' we emphasized on the aspects of worldbuilding order to create a consistent self-contained fantasy universe. This part sheds light on VR specific difficulties and how to tackle them.
A talk by Abigail Corfman on how to design text-based games using Twine.
Uses interactive fiction as a vehicle for talking about game design principles in general.
Given to the Ukraine Gameloft studio on August 2, 2018.
Like most players, knowing that players can pay for power in a game of skill make me feels gross just on the surface, but let’s talk about how it manifests in still stranger ways below the surface.