Welcome to the first in a series of posts where I tell you what I think about gear that I either already own, or which I've recently rented. Hopefully, the confirmation bias shouldn't kick in, but just in case, don't expect impartial shopping advice nor a t...
Just over a year after I decided to consider going into photography professionally, I've reached the milestone of getting my first paying client. Granted, it was someone I already knew, but you need to start somewhere, right? My client was my Historical Eur...
As you may have heard the news, Unreal Engine 4 is now available to everyone via a quite interesting subscription model. This means I'll probably have to start my "Understanding Unreal" series all over again. As usual, I'm making no promises on what will be...
Gamasutra: Geoff Ellenor's Blog - Four Useful Habits for Level Designers
View All RSS. November 11, 2015. Insomniac Games Combat Designer - Insomniac Games; Wevr QA Analyst; Bigpoint GmbH. Lead System Monetization
6 Brilliant Clues Hidden in the Background of Video Games
In case the only video game twist ending you know is misspelling.
The Power Of Silence: Why The SimCity Story Went Away | Rock, Paper, Sho...
Why has the SimCity story gone away? It's a good question. And the answer for it reveals much about how both the games industry, and the gam
The Psychology of Video Games | The Psychological Appeal of Violent Shoo...
SPOILER: It's because good shooter design also happens to satisfy three basic psychological needs: competence, autonomy, and relatedness. Th
PRACTICE: Irrational's Gaynor On Better Storytelling, Player Freedom Thr...
At the PRACTICE conference at NYU, Irrational senior level designer Steve Gaynor described how progression gating can be a narrative tool --
Developing Meaningful Player Character Arcs in Branching Narrative
Can you deliver both choice and a character art that has depth and meaning in the same game? Alexander M. Freed, formerly of BioWare, explor
10 Tips: Getting the Most from Motion and Performance Capture
What makes the difference between a successful motion capture shoot and a mountain of useless data? What techniques allow you to get the mos
Game Accessibility Guidelines | A straightforward reference for inclusiv...
This is the initial release of a living document. Feel free to get in touch with any feedback, thoughts or questions. close. Home · Basic ·
The PA Report - The incredibly detailed, beautifully illustrated, insane...
I'm a huge fan of Mechs, and I've always been fascinated by how they're designed. I reached out to Piranha Games, the developer behind MechW
Achievements Considered Harmful? - Chris Hecker's Website
I waded into the debate on game achievements with my lecture at the 2010 Game Developers Conference titled Achievements Considered Harmful?,