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on emshort.blog...You seem to have spent a lot of time working on it initially.
But it’s pretty clear that active development on it has...
But it’s pretty clear that active development on it has...
...t delve into the question of how to design a game around a conversation model, and how to get both diegetic agency and affect...
...become a bigger part of the gaming scene than they had been for quite a while. (In fact, I got a request to review...
...But the purpose that underlies this book speaks to me much more than the purpose underlying a lot of game writing manuals about how...
...How to Write a Long Interactive Novel that Doesn’t Suck (Choice of Games)
- Adventures in Text (covers a range of topics, but some...
- Adventures in Text (covers a range of topics, but some...
...But this is an example of how such systems make it harder, not easier, to design a game that’s consistently fair to the...
...The writing and character development elevate this game to being a standout.
Grimnoir is structured as a series of mysteries, wherein your “occult detective...
Grimnoir is structured as a series of mysteries, wherein your “occult detective...
...I gave over a dozen talks or workshops in 2016, for a range of audiences from high school students to professional game developers to...
...I am all of those people.
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Developed at the Game Innovation Lab at USC, Chrono Scouts is a very different entity, designed to teach...
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Developed at the Game Innovation Lab at USC, Chrono Scouts is a very different entity, designed to teach...
...Replacing the Climax
Some types of commercial game development require committing massive resources to the early parts of a story before the ending has...
Some types of commercial game development require committing massive resources to the early parts of a story before the ending has...