This week's highlights showcase Below, Mutant Year Zero, Hades, Gris, and Ashen - all of which have standout features - with reviews in the round-up, as well as more 'best of the year' & more besides.
This post outlines an approach to game design that focuses on human values underpinning gameplay, and how to use them to craft meaningful conflict, fostering emergent storytelling.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
An in-depth review of making user stories as one of the main game developer tools.
Game composer Winifred Phillips presents an annual resource list for game composers. Included: game music concert tours for inspiration, communities and forums for advice, popular software tools, and conferences/academia resources for advanced learning.
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Let’s review them and assess their pros and cons.
Some pieces of advice I would have liked to receive when I was fresh out of school and applying for junior artist positions.
"Putting into play" is about how our thinking works when putting the thoughts into play towards a desired goal in the making of an engaging and dynamic game system.
Last week I began a series on video games and the Hero's Journey. The first part covered the first section of the journey, known as departure. This week is part 2 of 3, and covers the second portion - initiation.
In this post I would like to talk about the game development process we've acutally used during the last years for our games (in this case Agile).
Bethesda Softworks alumnus Michel Sabbagh takes a gander at the current state of art in trying times and how Mundfish's Atomic Heart reminds creative industries of the indispensability of tonal/thematic juxtaposition.
A look into what it takes for a video game activity to be accepted by the player as part of the fun, even though it in itself might be an extremely monotonous activity.