I don’t know where I’m going, exactly, but at least I’ve finished drawing my map.
Read MoreI just know I’ll sleep better tonight once this is all out.
Read MoreI liked a lot of music in 2018 and maybe you will too!
Read MoreI set out to write a recap of XOXO 2018 and somehow managed to spit out 1500 words without a single mention of any event, speaker, or exhibitor. It’s all about me, baybeee~
Read MoreHere are a few thoughts on taking a chance on something big and failing. They're mostly for me, but it's been a while since I did anything to "make the world more open and connected," so, hey, this one's for you too, Facebook.
Read MoreLast week, my friends and I put out a massive, novel-length text adventure game. Here’s what I’ve learned since then.
Read MoreAn epic-length roleplaying video game from Japan and a literary nonfiction masterpiece from the United States may not have a lot in common on the surface. But considered in tandem, they reveal some fundamental truths about the sociopolitical transformations taking place in our world.
Read MoreIt’s pretty self-explanatory. But hey! Yeah! Web development! Check out the stuff I made! 🙌🏻
Read MoreWhile the Games Done Quick speedrun marathon events events have brought in millions of dollars for charitable causes, they also lend a lot of valuable insight into the tenets of good game design. Here’s how I approach each GDQ event and where I find the most value as a game-maker and as a student of the medium.
Read MoreYour prayers have been answered: here’s a real update about some upcoming games.
Read MoreWell, this is…um. Wow.
Read MoreWhat I’ve been listening to, and what I think you might also like listening to, is pretty much what this article’s about.
Read MoreI've always wondered how people design and program some of the really fancy game broadcasting presentations. As it turns out, there are some awesome open-source tools out there. Here's a quick intro to nodecg, the library used for Games Done Quick.
Read MoreI don't know what to say except this this feels so right.
Read MoreThere's nothing wrong with making a challenging game. But as game designers—people who curate experiences for others to enjoy—shouldn't we design for as broad an audience as possible?
Read MoreF-Zero is all about speed—and sometimes that's enough.
Read MoreStar Fox may look like a low-poly shooter on rails—and it is. But it's also a masterwork of careful design considerations that succeeded at ushering a new generation gracefully into a new paradigm for playing games.
Read MoreMega Man X endures as the gold standard of the series because of two brilliant concepts that it executes in tandem and with impeccable grace: remix replayability and parallel contextual frameworks.
Read MoreAs a consumer device, the SNES Classic is a brilliant, well-constructed little toy. But as a time capsule of game-design principles, it's an absolute treasure.
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