Overlooking Us All
I was sitting in the waiting room of my doctor’s office when I happened to glance upwards. There was a cutout between the first floor, which I was on, and the walkways of the second. This rectangle was lined by…
I was sitting in the waiting room of my doctor’s office when I happened to glance upwards. There was a cutout between the first floor, which I was on, and the walkways of the second. This rectangle was lined by…
There are two kinds of bad procedural content: The first is the generic kind, made by connecting a bunch of random rooms and hallways together, all technically unique but functionally identical. The second is made by connecting pre-authored pieces together…
Last month I had just started working on a system for transforming the color of sprites. I finished it pretty early on into this month, and immediately afterward made an post-processing effect which performed the same effect but across the…
There’s this desire to make stories huge epics, covering vast expanses of space and huge worlds of consequence. There’s also a desire to make the same stories be personal, relatable, grounded in the lives of a few people and their…
Playing games is largely a process of exploration. Often this is in a very literal sense, where you’re given a simulated physical space and part of the challenge is learning the ins and outs of it, but just as often…
Well, I keep on getting distracted, but the distractions are all part of the project itself. There’s a distinction between the process of making a game and the process of making the game engine, the game editor, the game tools,…
The new project is underway. I frequently miss working on EverEnding, and so far I haven’t gotten to do the sorts of things I really came to this project for, but I’m also getting really excited about some of the…
Way back when I started this blog, one of the first essays I did was about conceiving of a game as the combination of three related spaces – physical, mechanical, and narrative – and gameplay as the act of allowing…
Not too long ago, and for a lot of the history of video games, the visual quality of a game has been decided entirely on how ‘realistic’ the graphics are. Using photo textures, true-to-life lighting models, and increasingly sophisticated shading…
Games, as a medium, have been rediscovering the art of the secret, of the hidden. For a while, around the mid ’00s, it was incredibly rare for games to be anything beyond just what they appeared to be – and…