[Dev Blog] I was super lucky enough to write a dev blog on the creatures in Crucible. I’ve posted the full article here for your convenience. I hope you enjoy reading!
Like the characters in Crucible, each DigiPen graduate who worked on the game similarly leveled up their abilities on their own unique paths to Amazon Game Studios.
I played the first act of Broken Age this morning and I want to highlight a well designed puzzle in each character’s chapter. Vella: In the clouds (Meriloft), Vella’s goal is to get back down to the ground, and it becomes obvious that the only way to do this is to make one of theContinue reading “Broken Age – Act I: Trust Between Puzzle-maker and Puzzle-solver”
The 2020 Game Developer’s Conference begins March 16th! There are many hot topic articles on why and how you should attend the conference (or even if you should), and I’m gonna add my experience with budgeting for the trip to your list of helpful reads as you prep yourself for an exciting and stressful week.Continue reading “How I attended GDC for 7 days for less than $1000”
I usually like to talk about parts of games that are well designed, or how they could even be made better with simple improvements. But today, I’m going to critique one that I do not believe accomplished its design goals. I will also provide my solutions for the issues. Just before GDC 2019, Microsoft announcedContinue reading “Game Critique: Microsoft Studio Stacker card game”
I provide child care for a few families in my area, and recently one of the 5th grade kids was doing homework through a game. He told me it was algebra, and it mostly looked like fractions using sides of a die. It seemed that the goal was to drag a static die to theContinue reading “Games for School”
Super Mario 64 is one of the first video games I ever played. I remember the holiday season my brother got a Nintendo 64, along with games like Cruis’n World, GoldenEye 007, and Super Mario 64. I’m pretty sure I played on the system more than he did… The core mechanics of Super Mario 64 areContinue reading “The Shortest Look at Mechanics and Difficulty of Super Mario 64 (1996, Nintendo 64)”
For Gen Con 2018, I was tasked with writing a guided mode for our game Apocrypha. Guided mode is very similar to any tabletop role playing game, just with the cards, and a guide leads the saints through the story by giving them omens when they take a turn (turn order is by player choice,Continue reading “Writing for tabletop RPGs”
I decided to do a level design challenge last month in which I had to modify a level in an existing game and here’s what I came up with. The attached image is how I would present my work to a team! I wanted the bulk of it to be easy to comprehend and beContinue reading “Design Challenge: Dragon Age II Level Design Spec Sheet”
This weekend I gave a talk on tutorial design using rulebook writing techniques and tbh I’ve been too tired and sick to write up a post summarizing it, but have this picture of me talking with my hands about reference guides in games.