Something I like to think about when creating systems and content in games. This quote helps me when I'm feeling overwhelmed about all I want to do with my projects; I just need to think about the things that my players will find useful and enjoy. Don't confuse this for thinking of how games look… Continue reading “To be useful, an item must be used.” – Francine Jay, The Joy of Less.
I've been working on transferring over monsters from the bestiary into a spreadsheet for The Dark Waters (can you believe I was just working in a word doc before? Spreadsheets is so much easier to keep track of systems and stats). I've added speed to all monsters, since only a couple used that stat before, and… Continue reading Monster Systems for The Dark Waters
I've been working on this tabletop game off and on (mostly off) for a few years. The original was a project for DigiPen that I had to create within 4-6 weeks. It's a total mess at the moment because I'm deconstructing and reconstructing different parts, but I'm trying to push through and get it to… Continue reading Graphic Design and Game Dev
Today is International Holocaust Remembrance Day, and the anniversary of the liberation of the concentration camp Auschwitz-Birkenau. As a Jewish person, I'm automatically attached to this and affected by it, directly and indirectly. Antisemites like to use this day to prove that the holocaust didn't happen and that "even if it did," it really wasn't… Continue reading International Holocaust Remembrance Day… and games.
Yeah, I know, another post on teaching. But I love teaching! It not only validates that I know my shit, but it also reminds me of the nuances of a technique. There's a very specific template when it comes to teaching Krav Maga (at least, from what I learned from Krav Maga Worldwide but you'll… Continue reading Krav Maga Teaching Templates
A goal isn't a goal unless you have a plan. Before you create the plan, it's only a wish or a dream. My dream is to work on independent projects and publish something. My goal is to work on independent projects for at least 5-10 hours a week and publish one of them by next… Continue reading New Year’s #gamedev Goals
When my instructors say "Let's play a game," in my Krav Maga classes, I get excited. I love games! But, sadly, Krav Maga games don't exactly match a game designer's definition of game; there's no winner, loser, or really even any kind of quest other than tapping someone on the shoulder while they try to… Continue reading Analysis of a Krav Maga 360 Defense Drill
(My favorite thing I've done so far) [Listen to the podcast] Game editor at Lone Shark Games Aviva Schecterson helps us try to make “fetch” happen this week as we pick apart the fallout of Nintendo’s decision to discontinue the Miiverse, Acid Wizard Studio’s fight against free game key resellers, and the death of the… Continue reading Cheat Codes Podcast Episode 148: Light Gnawing
At Gen Con 50, I spoke on a panel with Jake Given, Carly McGinnis, and Matt Fantastic that focused on different aspects of playtesting. So, here’s a post about data tracking when playtesting your games, which is only a portion of the panel, but is that part that I felt most knowledgeable about. This applies… Continue reading Getting the best out of your playtests
[Article] As the chair of the IGDA Jewish Developers SIG, I was interviewed by Bryant Francis during GDC 2017 about the Jewish gamedev community's experience.