Feature-Focused World-Building
There’s no wrong way to build a world. Oh, there are lots of ways to build a world that is wrong (Why are these rivers… Read More »Feature-Focused World-Building
There’s no wrong way to build a world. Oh, there are lots of ways to build a world that is wrong (Why are these rivers… Read More »Feature-Focused World-Building
Update: The dates for the world-building camp have moved from mid-March to late April. I’ve been hinting about it on Facebook and Twitter for a… Read More »Moons of World-Building
What time is it? It’s ghost-punching time! Specifically, it’s time to post a little more Savage Worlds mechanical “crunch” for Ghost Punchers RPG. Since Edges… Read More »More Punching More Crunching
Yes, I’ve said it before, at least twice–though I meant it those times too–but it’s time I buckled down and taught myself to use Unity… Read More »Baby-stepping into Unity
While chatting with some other game-making types a while back, I made a bold statement about game design. A good game designer (I proclaimed) needs… Read More »Two Sides of Game Design
Last month, I wrote about choices in games, and how they should be meaningful, informed, and limited. (It’s short. Go on and read it if… Read More »Magical Choices
As I mentioned previously, this past weekend was the 2015 Global Game Jam. During those madcap 48 hours, I teamed up with Chris Hill, Kit… Read More »A Game Well-Jammed
Games are all about choices. The famous game designer Sid Meier is often quoted (or misquoted, depending on who you ask) as saying, “Good games… Read More »Choice Thoughts on Game Design
It’s the baby’s birthday, and he’s crying. He’s often crying, though rarely for very long. He’s a happy child, full of smiles and laughter and… Read More »Happy Birthday, Baby Jax
You know what aspect of game design is so boring, no one likes to talk about it? Documentation. You know what aspect of game design… Read More »But Why?