I recently had the pleasure to be a part of a cinematic narrative recording session with Mike, our sound genius 🙂 and Brad, our Game Designer…Read more on our blog!
Last night I had to do some sorting on our location system, I had to figure out how much of each type of locations we had and… Read more “Re-Works, Re-Works”
When you’re looking at a massive table of values, its easy to overlook a very obvious flaw – and that’s where graphing it out gives us a better perspective. I remember when I was creating the “Bladed Weapons” graph above, I noticed a lot of the “Damage” values for multiple weapons was 3 and it instantly stuck out like a sore thumb. If you have any sort of balancing in your game, I suggest taking the extra time to graph it out – it works wonders and you can do it in word without much know-how.
As a Game Designer, I am constantly pushed to create more meaningful mechanics in our game. These mechanics need to have depth and need to be fun… Read more “Rules Vs. Mechanics!”
A great user interface is paramount to the enjoyment of any game – You can claim your game has the best art, gameplay, smooth mechanics etc. but… Read more “Good Game UI”