Dissolve

Eh well the December project didn’t really go anywhere. I can at least put some screenshots of how far I got before I decided I’d kind of messed up: I spent a week or two planning this building layout, figuring…

History Brush

I always love hearing about the points in game development where a big decision was made not to do something. Every game has moments like that – cut features, changes in design focus, unused assets – and they’re always fascinating,…

Challenging

Difficulty has come back into fashion for video games. Many games now specifically go out of their way to cultivate a reputation as especially difficult, whereas not too long ago it was common for designers to regard any failure of…

Good Play

I’ve noticed that when I get frustrated with playing a game, there’s usually a very specific way it happens. When I play, I keep in my mind a model of how the game works, what optimal and interesting play is,…