We usually think of objects as a whole, especially when they have labels. But if we take a moment to consider what an object is made of we are likely to discover multiple components. Dealing with individual components allows us to focus on a smaller aspect of the whole questioning its constitution, function, and purpose.…Read More Modularity
It’s the end of the year and the end of the decade. A lot has happened, and I’ve been quiet for too long. I would love to start sharing the things I’m working on, my thoughts, and ways of making games a little better. Stay tuned my friends, and I wish you all a happy…Read More Happy 2020!
Games are about solving problems. How can we come up with interesting problems? But wait, what is a problem? Some examples of problems within games: A bottomless pit. A charging monster. Insufficient wood to construct a house. For a game to be playful there must always be a solution to any problem. Players solve problems…Read More Player Verbs
It’s been a year since the game was released, and it was quite a journey to get to this point. With this article, I want to talk about that journey. Planning, developing, communicating, and publishing the game. I will post some lessons that I have learned from making this game. The Beginning Everything began with…Read More Tales from Development: Deadly 30
Every time I sit down to write a new post I am shocked by the dates of my previous posts, time flies. So it’s been almost a year since the last one and it’s time to write down what I’ve achieved since then. (I know I’m probably writing this to myself). It all started with…Read More Year of Knowledge